Author Topic: moving spawn points  (Read 1276 times)

Offline Tilt

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Re: moving spawn points
« Reply #15 on: May 31, 2012, 06:32:12 PM »
I think this sort of creates a "front line" which would be great....... however the moving spawn (as defined by enemy location along a common spawn line) does require an interaction between the enemy location and a now mobile spawn point.

I have always liked the concept of spawn roads. Roads between towns along which a player can spawn by simply clicking on that portion of the clipboard map. The road could be split into sections such that no one can spawn into the section closest to the enemy gvfield/town but could choose between 3 or 4 sections joining the the two bases. A next step could be to have those sections with enemy adjacent to them flash red as a warning (the others remaining green) or in the spirit of the OP they (and the sections behind them if it were a moving front) also get switched off. Forcing the player to spawn closer to his own base to avoid "ambush"

In this way the road sections act like "ground radar" which would only be visible in the tower on the GV spawn clipboard map.

The problem with switching all sections off (beyond the "front line") is the fact that he who spawns first will decide who is attacking and who is defending. It could cause a griefer to merely drive around in a jeep causing the spawn point to move to the enemies defensive section rendering them unable to spawn into an attacking position. To counter this it must be possible to spawn into green roads that are beyond a red flashing road............some may see this as the ability to "warp" behind enemy lines........ others may liken it to a "flanking action" like the red armies flanking thru the Pripet marshes to bring its T34's into the flank/rear of the Army Group Central.
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Offline TDeacon

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Re: moving spawn points
« Reply #16 on: May 31, 2012, 07:16:06 PM »
There may not be a need to "move" the front line, if you use the "spawn road" idea.  All you really need multiple spawn locations, to make camping relatively unattractive.  Anyone camping a spawn farther away from the base, instead of the spawn closest to the base, would have to contemplate attackers spawning "behind" them.  

The main drawback to any of these ideas is that they require map changes...

MH
« Last Edit: May 31, 2012, 07:18:41 PM by TDeacon »

Offline Vinkman

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Re: moving spawn points
« Reply #17 on: June 01, 2012, 08:41:44 AM »
In 10 years every large group tank battle from spawns I've flown over or deliverd supplies into looks like a giant game of who blinks first. Everyone hides behind trees or each other and snipes at the other sides GV doing exactly the same thing. Massed tank assults. Nope all I've ever seen is massed flocks of chickens hiding in the bushes telling everyone else to sneak forward and see where they are hiding.

There are always 2-3 brave individuals who sneak forward while eveyone else cheers them on and holds firm in their protected sniping positions. There are no "Armored Assaults" becasue you guys are too chicken about getting shot as part of the price to overwhelm the enemy. You won't even take advantage of your Storch's real time feed back to push weak spots in the other sides lines. But, you are the first to proclaim the other side cowards for calling in their lancasters to clear the trees of your hideing sniping carcases.

Hitech should just replace all the tanks with mobile howitzers so you guys can lob shells at each other from miles away and stay safe. Thats about all I see of the Aces High GV game. You guys using assault tanks as fixed howitzers until you get bombed or sniped with a small handfull of unique individuals who seem to be able to move around in the GV battles and kill at will.

There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.

Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.

It's hard to have a battle if no one on either side wants to get shot first.

To your point, don't you think the sound is the bigger problem? The hyper acurate directional sonar, coupled withthe very long range detection of a rolling tank means the tank on the move is at a huge dissadvantage. So people sit and park and hide. I wonder if there is some calibration that could be done there to provide better game play. I don't have any idea how sound was used tin real tank battles, but sometimes when GV-ing it feels more like I'm playing "Hunt for Red October"  :salute
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Offline bustr

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Re: moving spawn points
« Reply #18 on: June 01, 2012, 05:39:41 PM »
Why not an active spawn process that identifies the location of all campers and places you 3000 to 10,000 yards from the closest camper depending on terrain and numbers of campers?

Change the concept of the spawn arrow end point with a random area spawn circle so many thousand yards in diameter, to a grid with the leading 3k-5k wide edge the spawn's battle front with up to 10,000 yards of random depth back from the published line front seen on all maps by everyone. You would have the current line and arrow with an added 90 degree line that the arrow bisects showing the leading edge of the active battle front. Now a bit of cooperative air ground reconnaissance makes sense when you camp a battle front or need an idea why you spawned so far back from that front.

Obviously with two GV bases in each others back yards the short spawn stays as is. But, scale this up and down for the larger venues with longer spawn lines. Some tuneing would be required to keep players off cliffs or out of the bottom of unclimbable features. With a horizontal line front published on the map, the campers will know if they move past it spawners will generate in out of range up to 10k back up the spawn arrow line across a 3k-5k wide corridor.

So even if you try to be sneaky and stay to the sides of the corridor and not be detected, the spawn in player probably has a better chance to evade you. Or Hitech can simply not tell players you are detected as a camper of the corridor by an additional 1k buffer around the borders.

As the campers move forward into the corridor destroying in spawing tanks, the process can extend the rear boundry of the corridor all the way back to the home feild spawning you out of camper range. Or unfortunatly on some maps back you up to an ocean or a mountain. This is where you call in air support to clear your corridor back to the published front and reset the battle.

Or see the Additional Spawn choice below.

GV commanders while in their GV could have availble mini grid marked maps that show these grid corridors to work with other tankers coordinating attacks against the spawn campers. Heck let the campers have the same map info. The point to this is to attempt to spawn players in far enough and random enough from campers to make camping a rairity opposed to tanks hunting each other down. We have great dead eye point and click main gunners who land outragious kill strings. Not to many tankers who can out manuver you and come home with scalps.

An additional spawn choice based on the mini grid maps, is a player can communicate with another in the corridor, be given a grid location, choose manual override mode, then move the spawn arrow to where his freind needs him to spawn in and support him. This might be interesting if a large force has pushed the front back into the corridor and you want to manualy choose to spawn in a rescue force of tanks to hit the spawners force from behind.
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