Author Topic: GV Spawn Points Buttons: Fill 'em Out  (Read 537 times)

Offline SmokinLoon

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GV Spawn Points Buttons: Fill 'em Out
« on: November 19, 2011, 05:01:10 PM »
I've suggested this before, but here we go again-

I'd like to suggest to HTC to utilize more of the spawn point buttons available in the hanger.  Currently, there are many bases that have only 1 or 2 of the buttons utilized aside from the center [H]anger button.  Why do I suggest this? For a couple of reasons- 

In many cases, this alone will spread out the battlefield and almost eliminate spawn camping, which by all definitions is not combat, it is like shooting ducks on a pond, fish in a barrel, or paper targets with a rifle. When a spawning in tank cant even get his turret turn before he is destroyed, that is not conducive to game play in the least bit.  Give another 1 or 2 spawn points in to an enemy field spaced out a few thousand yards apart, and the camping will diminish tremendously. [off topic- Another possibility to help combat campers is to widen the spawn point a bit.  Increase the chance of a hedge, tree, or mound to provide instant cover from the camper. Just food for thought.]   

The second reason is to utilize more of the terrain because currently the bulk of the battles can be had in a directly line between the current single spawn and the map room.  If there was another 1 or 2 spawn points in across a wider spectrum, then more of the terrain would be used for combat.  This is decrease time for gv's to “spread out”, the defensive gv's would still have their 1, 2, or 3 starting points.  That leads me to point #3.

All bases should have the ability to spawn off the base by 1000 to 15 yards or so.  This will help stop the camping of hangers and runways and allow the vehicles to actually offer resistance.  Yes, in many cases there are allied spawn points in to the field, but those start 6000 yards away and further.  By offering an “off field” spawn it is makes more use of terrain, offers more ground combat possibilities, and combats the campers.   

It does not need to be done to every base.  On the larger maps, the rear echelon bases do not necessarily need the extra spawn points, just the bases 2 to 3 ranks from the front.  Maps like Trinity provide a prime example as to just how more dynamic the ground war could be if there were more spawn points.  On Compello, the infamous V85 tank battles would benefit in a major way.  It is great terrain to do battle on, but currently it is mostly spawn campers (unless the tanks are able to break away) thanks to the 2 spawn points head to head.  Trinity has about 15-21 bases along the front that offer great areas for tank battles. A few extra gv spawn points would only make it better. On the small maps like beta2 and Mundane... er I mean Mundanao adding in extra gv spawns will bring a while new life to those maps.

Try it on one map first, then once it proves a worth while endeavor then branch out.  I'm quite confident that the time spent on map will prove fruitful enough to the players to warrant doing it on other maps.
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline ImADot

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Re: GV Spawn Points Buttons: Fill 'em Out
« Reply #1 on: November 20, 2011, 10:46:52 AM »
GV spawn points are built into the terrain by the person who designed it. HTC can't just add them.
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Offline SmokinLoon

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Re: GV Spawn Points Buttons: Fill 'em Out
« Reply #2 on: November 20, 2011, 01:35:00 PM »
Is there no way for the map to be edited by the designer or HTC?  Just how much work would this entail? Remember, I'm not asking for every base on every map, I proposed the front 1-2, or maybe 3 ranks of bases on a large map (15-21 bases total).  As always, I'm a proponent of changing things up in small but steady steps.  If the change doesn't work or has a negative effect, or in this case is not worth the time and effort then either do not do it or revert it back.
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline ImADot

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Re: GV Spawn Points Buttons: Fill 'em Out
« Reply #3 on: November 20, 2011, 02:51:40 PM »
It can be edited by the original designer and re-sumbitted for approval by HTC.
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Offline wil3ur

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Re: GV Spawn Points Buttons: Fill 'em Out
« Reply #4 on: November 20, 2011, 03:12:45 PM »
I'm sure they can be fixed.  There was an old map that was thrown back into rotation about a year ago, I forget the name.  It's the really hilly one that's one big central island...  Anyways, if you spawned in the Hangar at A1, it put you in the middle of the western most strat city.  This was fixed, and I believe without a resubmission.
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Offline SmokinLoon

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Re: GV Spawn Points Buttons: Fill 'em Out
« Reply #5 on: November 20, 2011, 06:43:48 PM »
Then how tough and time consuming would it be to go in and add another 2-3 spawn points for 15-21 front line fields in Trinity?
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.