Author Topic: enemy spawns  (Read 2879 times)

Offline ImADot

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Re: enemy spawns
« Reply #30 on: December 03, 2014, 03:01:32 PM »
It's is currently set to approximately 7 million sq feet.

1500 ft radius circle

HiTech



And if I remember correctly, it's an arena setting - but there are only 3 or 5 actual spots within that radius that you spawn into.
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Offline BaldEagl

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Re: enemy spawns
« Reply #31 on: December 03, 2014, 03:03:07 PM »
I think hitech said that the spawn area can be changed. As it is now you spawn randomly in an 1000 Sq ft area.

It's is currently set to approximately 7 million sq feet.

1,000... 7,000,000... close enough.
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Offline The Fugitive

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Re: enemy spawns
« Reply #32 on: December 03, 2014, 04:56:03 PM »

Where did you get that number from? It's actually much larger, at least by factor of 5,000!



It's is currently set to approximately 7 million sq feet.

1500 ft radius circle

HiTech



I was only guessing as using the "search" function on the phone is a major "P in the A", however the point still holds true..... would increasing that area for the spawn, say tripling it, cut back on the "wack a mole" and add more "hunting" into the GV game?

If a guy spawns in and get wacked, then spawns again a mile away, it would give him time to "hunt" the other guy, and the guy who did the wacking would now have to go into hunt mode as well.
« Last Edit: December 03, 2014, 04:58:15 PM by The Fugitive »

Offline guncrasher

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Re: enemy spawns
« Reply #33 on: December 03, 2014, 06:00:34 PM »

30 minutes after such a terrain would come up for the first time I would have a printed map next to my screen showing all the spawns.  ;)

yup so true, and it would be passed around a lot just like the base maps with numbered hangars, ammo dumps...


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Offline DREDIOCK

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Re: enemy spawns
« Reply #34 on: December 03, 2014, 10:03:25 PM »
This is a pretty cool idea in my mind.... no need for the arrows then either....

again it makes for more immersion....more battles for all.




And thats part of the point. You're not just camping. You're doing something more immersive. And its a step up from how I understand WOT is played.
In WOT you choose the type of battle to be in. You fight that battle until one side becomes a winner. Rinse repeat. Ok yo won the battle..so what.

My way. Any of the types of battles fought in WOT can be fought here at any given time in any given place only gameplay doesnt end until the proverbial "war" has been won. It just moves on. And unlike WOT You get your choice of vehicles all for one low price and maybe a few perks. And there is an actual reason to fight the battles. And in that front I think we can steal players from games like WOT with a simple message. "WOT you can fight battles. AH you can fight battles to win a WAR!"

People like not only having a fight. But fighting for a reason. A greater cause. Why is it people go for the reset?  To win the war!

And this is coming from a person that doesnt give a damn about winning the war or collecting perkies

Won the fight over a village? Well the battle isnt over. You just move onto the next village and one step and spawn closer to the goal of the base. Or defend against a counter attack by an enemy that in all likelyhood would like to recapture that village in an attempt to prevent you form doing exactly that.

Dunno. Sounds an awful lot like ..war to me. Sounds a lot like.."WOW!"

Gameplay here hasnt changed much since its inception and to say its old and dated would be a fair assessment. It used to be "WOW!". Now..not so much
Also upping only to be clubbed like a baby seal over and over again while fun for drunkards and clubbers in general I dont think is something that attracts nor keeps new people.  If I were a new player I'd say Its tough enough just trying to reach the level of being only "ok" in the air let alone any good. In looking for some sort of reprieve or break from being a repeated sacrificial lamb in the air, I'd head to the ground as an escape from the air clubbing. If I head to the ground and find myself being clubbed even worse then I was in the air. Well... I'd be looking for a different game.
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Offline bustr

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Re: enemy spawns
« Reply #35 on: December 04, 2014, 02:50:46 AM »
If bases became connected by real road networks. And spawning became a progressive choice along and around those roads. Our current Polish firing squad style of spawn camping would go by the wayside. Your idea for capture able villages. Put one of these villages between all fields, to be captured, to own the next spawn to the outskirts of the field.

On paper it sounds WoW. In reality it has a lot of room to be abused. Would it be something that can be shut down by bombing and enemy tank fire, and needing to wait for a rebuild time? Or resupply able to make it come back up faster? And the capture process. Will you end up with all of your GVers whack a moleing and trading off a single village like a Twilight Zone episode for ever? WoT and WT have fixed limited fights to the death by two sides to get away from that.

One of the things the current spawn system does for the GVers is to not have them caught on a road being killed repeatedly like the escape from Kuwait. The old system has everyone running around like cockroaches cross country pell-mell, and is safer for them. Do you want to listen to the whining when SHawk uses his gazzillions of B29 perks to carpet bomb GV columns driving down the roads between villages?

In our game GVers are sissys out of an abundance of caution. You give them real world road systems and they will sacrifice getting there faster for sissying slowly through the trees. Roads would become all you can eat buffets. But, dang the game would look really WoW with them.
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Offline DREDIOCK

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Re: enemy spawns
« Reply #36 on: December 04, 2014, 07:51:38 AM »
If bases became connected by real road networks. And spawning became a progressive choice along and around those roads. Our current Polish firing squad style of spawn camping would go by the wayside. Your idea for capture able villages. Put one of these villages between all fields, to be captured, to own the next spawn to the outskirts of the field.

On paper it sounds WoW. In reality it has a lot of room to be abused. Would it be something that can be shut down by bombing and enemy tank fire, and needing to wait for a rebuild time? Or resupply able to make it come back up faster? And the capture process. Will you end up with all of your GVers whack a moleing and trading off a single village like a Twilight Zone episode for ever? WoT and WT have fixed limited fights to the death by two sides to get away from that.

One of the things the current spawn system does for the GVers is to not have them caught on a road being killed repeatedly like the escape from Kuwait. The old system has everyone running around like cockroaches cross country pell-mell, and is safer for them. Do you want to listen to the whining when SHawk uses his gazzillions of B29 perks to carpet bomb GV columns driving down the roads between villages?

In our game GVers are sissys out of an abundance of caution. You give them real world road systems and they will sacrifice getting there faster for sissying slowly through the trees. Roads would become all you can eat buffets. But, dang the game would look really WoW with them.


Current mode of spawncamping SHOULD go by the way side. It needs to. Worst part of the game

Not if bombing a village had no effect. You're assuming a village would have to be destroyed or could be disabled. Im suggesting that for exactly those reasons you mention they are not. They would not be subject to supply or destruction but for whatever destruction happens at the field. Destroy the VH or barracks at the main field (airbase) and the results are the same as they are now. No Gvs or ammo resuppy you have to drive back into the town to re arm on the re arm pad. same as a fiield
Remember. the only thing needed to capture a village would be to reach a specific point with no other enemies in it. You clear the village and hit the point the village is yours till the enemy does the same. Render destroying a village pointless other then to kill any GVs in it
And im not talking of a single village. But a series of them.

Yes you have the risk of being caught on a road. But you still have the option of leaving the road albeit you travel at a slower pace. The is a risk reward factor there
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Offline SysError

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Re: enemy spawns
« Reply #37 on: December 04, 2014, 08:21:54 AM »
I remember when GVs would spawn into trees and flip.  I don't think I've had it happen for a very long time.  Was that issue addressed by decreasing the spawn area?  If so, would increasing the spawn area size make that an issue again?

 
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Offline Lusche

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Re: enemy spawns
« Reply #38 on: December 04, 2014, 08:26:58 AM »
  Was that issue addressed by decreasing the spawn area?  


Many years ago (about 8), the random spawn area had been increased.
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Offline bustr

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Re: enemy spawns
« Reply #39 on: December 04, 2014, 01:28:27 PM »

Current mode of spawncamping SHOULD go by the way side. It needs to. Worst part of the game

Not if bombing a village had no effect. You're assuming a village would have to be destroyed or could be disabled. Im suggesting that for exactly those reasons you mention they are not. They would not be subject to supply or destruction but for whatever destruction happens at the field. Destroy the VH or barracks at the main field (airbase) and the results are the same as they are now. No Gvs or ammo resuppy you have to drive back into the town to re arm on the re arm pad. same as a fiield
Remember. the only thing needed to capture a village would be to reach a specific point with no other enemies in it. You clear the village and hit the point the village is yours till the enemy does the same. Render destroying a village pointless other then to kill any GVs in it
And im not talking of a single village. But a series of them.

Yes you have the risk of being caught on a road. But you still have the option of leaving the road albeit you travel at a slower pace. The is a risk reward factor there

You will have GVers caught in the Twilight Zone of playing king of the hill for a village. At least not off in TT somewhere sniping from the trees all night. And SHawk will simply loiter around in his B29s until the new crew holds the village and carpet bomb them. That seems to be his bliss these days. 999000 will popup out of the grass and carpet bomb them. But, knowing airstud, czok, and erastmus. They will happily live in the twilight zone all night long rinsing and repeating that village. Dr7 will probably help. And my squad, that will be a dinner bell to drop bombs and shoot big guns from planes.

If it's only possession by killing off all the enemy, welcome to AH Quake Tourney, GV Team style. But, that is how WoT and WT model their fights. Kind of like the GV fight at V85 that never ends while attracting up to 1\4 of the available players on the map all of prime time. Our hard core GVers will thank you for getting HiTech to give them V85 everywhere. Then promptly disappear and ignore what everyone else is doing to sneek around in the bushes shooting each other in the back in "The Twilight Zone".

At least we will know where to find free GV kills when no one wants to furball. And a WoW looking road system no one in their right mind will use.
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Offline DREDIOCK

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Re: enemy spawns
« Reply #40 on: December 04, 2014, 03:53:50 PM »
You will have GVers caught in the Twilight Zone of playing king of the hill for a village. At least not off in TT somewhere sniping from the trees all night. And SHawk will simply loiter around in his B29s until the new crew holds the village and carpet bomb them. That seems to be his bliss these days. 999000 will popup out of the grass and carpet bomb them. But, knowing airstud, czok, and erastmus. They will happily live in the twilight zone all night long rinsing and repeating that village. Dr7 will probably help. And my squad, that will be a dinner bell to drop bombs and shoot big guns from planes.

If it's only possession by killing off all the enemy, welcome to AH Quake Tourney, GV Team style. But, that is how WoT and WT model their fights. Kind of like the GV fight at V85 that never ends while attracting up to 1\4 of the available players on the map all of prime time. Our hard core GVers will thank you for getting HiTech to give them V85 everywhere. Then promptly disappear and ignore what everyone else is doing to sneek around in the bushes shooting each other in the back in "The Twilight Zone".

At least we will know where to find free GV kills when no one wants to furball. And a WoW looking road system no one in their right mind will use.

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Offline bustr

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Re: enemy spawns
« Reply #41 on: December 04, 2014, 04:34:22 PM »
At least the action would be over a useless place to winning the war like V85 and the Greebo TT. We would be acting like the Gvers but, in the air playing  Quake forever Tourney to no where. Then ghi and two friends would roll bases undisturbed and win the map. Airstud, czok, and erastmus would go dangit knights lost the map as usual. But, no one will use the roads a week after they and your king of the hill tournament villages get introduced. What happened in WW2 when a column of tanks and vehicles was spotted on an open road?

Complicated war scenario with bells and wistles can only be imposed inside of a limited area played like an organized sport. WoT and WT give the illusion of this. When you capture something in the MA, it means you own that territory and those who you took it from have to ramp up a new front to take it back or move on. A King of the Hill village just means 1\4 of the available players will veg the night away in a single spot. And they may well opt back for TT once the blush has worn off on the King of the Hill villages. Some genius will figure out how to whizz on the winner with an airplane like clock work. The ability to capture makes this a tad harder after winning the village.
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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline DREDIOCK

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Re: enemy spawns
« Reply #42 on: December 04, 2014, 05:57:49 PM »
At least the action would be over a useless place to winning the war like V85 and the Greebo TT. We would be acting like the Gvers but, in the air playing  Quake forever Tourney to no where. Then ghi and two friends would roll bases undisturbed and win the map. Airstud, czok, and erastmus would go dangit knights lost the map as usual. But, no one will use the roads a week after they and your king of the hill tournament villages get introduced. What happened in WW2 when a column of tanks and vehicles was spotted on an open road?

Complicated war scenario with bells and wistles can only be imposed inside of a limited area played like an organized sport. WoT and WT give the illusion of this. When you capture something in the MA, it means you own that territory and those who you took it from have to ramp up a new front to take it back or move on. A King of the Hill village just means 1\4 of the available players will veg the night away in a single spot. And they may well opt back for TT once the blush has worn off on the King of the Hill villages. Some genius will figure out how to whizz on the winner with an airplane like clock work. The ability to capture makes this a tad harder after winning the village.

I guess you missed the part where you can leave the road. You dont HAVE to travel upon it and you dont HAVE to stay on it and you can still use the option many GVers use now to counter an air threat. Wirbles Ostwinds and M16s.

Its not that complicated a war scenareo. Actually its as simple or as complicated as the players want to make it.

And same here. when you capture a village. The enemy would have to ramp up a new front to try and take it back. something thats made more difficult by the fact that you can now spawn GVs directly to the village you just took. whereas your opponent now has to drive there from one village back And I dont think they would be vegging in one spot because the very notion that its king of the hill encourages you to move on and take the next one if for no other reason then to protect the last. It encourages maneuver and best of all. It aint whackamole

And besides. 1/4 of the players veg out in one spot now s even if that were the case it would be little different other then to provide the players options. Options they currently dont have
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Offline bustr

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Re: enemy spawns
« Reply #43 on: December 04, 2014, 06:48:38 PM »
Seems you need to define two end results for the village.

1. - King of the Hill.
You initialy presented King of the Hill. Kill all the enemy, then park on a capture spot in the village. You own the spawns outbound to capture able fields until deposed by the next king.

2. - Town style capture.
Your last response diverged to a town capture style of "owning" the village which resets the mental state to ramping up for another capture initiative at that village or move to another combat area to resume looking for action.

Did you want the between village to own spawn points to capture able fields, while those capture able fields could only spawn to those villages to promote strategic GV combat over the key spawn lines? Or did you want both kinds of spawns?

Do these villages count towards war win or act as strategic hubs only? If a realistic road network is put in place. Do you spawn to the road bed or in a random spawn area in the local country side? On the road bed would be worse than the current polish firing squad style camping we have. Even if spawn lines are removed and the roads become your guessable vector. Lusche will have a map of spawn areas created in 30 minutes while SHawk will sit at 15k in his B29 on full zoom waiting.

Cross country bushwhacking to stay off the road would create the need for strategic snipers to cover approaches and the need to fly storch from the village or have friends with bombs. Still depending on the construction of the village, the snipers would hole up there creating a TT style stalled long range shooting contest. Or until SHawk carpet bombs the village.

I almost wonder if HiTech would comment that you are simply shifting combat from large places to stalling it in small places in the long run. Fighting for something as small as control of spawn points inside of every sector will slow down an already slow map flipping process based on field capture.

Still, on the new Fester map having GV bases very close together works like these spawn controlling villages for GV action. The action stalls out to sniping unless a group decides to bring in air power to flatten one of the capture able bases. There is still something to this in a Bastogne esqu sense. Make the outbound spawns open to anyone who can get to one, with the real fight to control the place until your side has control of all destinations out of that village. Then the village is not tied to a country, it's just a destination hub.

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Offline Motherland

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Re: enemy spawns
« Reply #44 on: December 04, 2014, 07:04:02 PM »
You are asking for something to be taken away without offering something in it's place to benefit those who currently rely on that something without your negative feelings about it. That is not adding to the game with your wish.
i'm not sure i understand this comment
it should not be more difficult to spawn camp because some players like spawn camping?