Author Topic: Two-stage GV spawn  (Read 407 times)

Offline TDeacon

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Two-stage GV spawn
« on: May 31, 2012, 04:51:35 PM »
Let’s assume that we want to reduce the incidence of GV spawn camping.  One way to do this is to implement a 2-stage spawn process, to eliminate the unrealistic "no prior SA" surprise factor.  This, in turn, would greatly reduce the advantage currently held by spawn campers. 

Stage 1:  The player chooses a GV and a spawn point from the clipboard.  The spawn action generates a “GV proxy” (aka GVP) at the spawn point.  The GVP *is* a GV from the spawning player’s perspective including magnified viewing capabilities, but is invisible, can’t shoot, can’t move, and can’t be destroyed.  Its purpose is to allow the player to look around, in order to determine whether that location appears to be safe to spawn from.  If desired by HTC, the GVP can have a finite, short lifetime (1 minute?), in order to avoid a “Romulan cloaking device” game play effect.   (On the other hand, allowing longer periods of static invisibility might further inhibit spawn camping…).  

Stage 2:  Based on information derived from Stage 1, the player then decides whether to spawn the chosen GV.  She implements this decision by pressing one of 2 keys, one of which spawns the actual GV in the *exact same location* as the GVP occupied, while the other key cancels the spawn.  In this latter case, the player can try to spawn again from the clipboard, in hopes that one of the alternate random spawn locations is better.  

This idea requires no map changes.

MH

EDIT:  If it is desired by HTC to give the Stage 1 GVP greater SA, the GVP could in addition be allowed to use F3/F8 viewing.  
EDIT:  BTW, one can already do the equivalent of this “Wish” when spawning a GV from a Vehicle Base, either by viewing from the Tower, or by viewing from a Storch in the hanger.  
« Last Edit: May 31, 2012, 07:29:17 PM by TDeacon »

Offline Tilt

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Re: Two-stage GV spawn
« Reply #1 on: May 31, 2012, 05:53:59 PM »
I suppose if a grunt was available from the hanger he could run around and survey the area of the gv spawn................... sort of recon.

Then we would want sappers............
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Offline TDeacon

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Re: Two-stage GV spawn
« Reply #2 on: May 31, 2012, 06:10:26 PM »
Note that this idea essentially eliminates the game SA "discontinuity" caused by the current GV spawn system, where you are placed in a spot not of your chosing with *no* prior SA.  In the "real world", although ambushes occur, you at least get a chance to anticipate ambush, and take tactical precautions, the most basic of which is to stop advancing, and maneuver to avoid the kill zone.  

MH
« Last Edit: May 31, 2012, 06:12:31 PM by TDeacon »

Offline bustr

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Re: Two-stage GV spawn
« Reply #3 on: May 31, 2012, 09:33:27 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. 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.
bustr - POTW 1st Wing


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