Author Topic: enemy spawns  (Read 2423 times)

Offline DREDIOCK

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Re: enemy spawns
« Reply #15 on: December 03, 2014, 09:30:07 AM »
ToMato TomAto...  Those that do play the GV game, enjoy it it seems.  It doesn't really effect the air game, so why the hate?


Because I used to enjoy it before it became whackamole. And I would like to occasionally play GVs. But to me the spawncamp whackamole ranks (as in smell) of nothing even remotely resembling what a GV battle should be about.

In the air we try and replicate within a certain degree reason what air combat would be like using various maneuvers

We do see that sometimes on the ground. But most of the time its just whackamole.

Why is tanktown so popular? It aint spawncamp whackamole where a bunch of drunkards sit around and wait for some masochist to keep upping only to get clubbed on the head before he can even identify where the rounds are coming from. Its about fire and movement. Gaining and holding position.

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Offline DREDIOCK

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Re: enemy spawns
« Reply #16 on: December 03, 2014, 09:32:08 AM »
ToMato TomAto...  Those that do play the GV game, enjoy it it seems.  It doesn't really effect the air game, so why the hate?



You're basicaly saying its fine the way it is. Im saying it can be done better. MUCH better
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Online The Fugitive

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Re: enemy spawns
« Reply #17 on: December 03, 2014, 11:28:49 AM »
I think hitech said that the spawn area can be changed. As it is now you spawn randomly in an 1000 Sq ft area. If that area was was increased to 5000 Sq ft area it would make the walk a mole aspect a bit tougher. Maybe a bigger are than that even.

Offline Scca

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Re: enemy spawns
« Reply #18 on: December 03, 2014, 11:30:30 AM »
You're basicaly saying its fine the way it is.
No, I am saying it's a large portion of people like the way it is.  


Quote
Im saying it can be done better. MUCH better
Much better as defined by you...  

The wishlist is full of things that would benefit one playing style while causing a detriment to another.  "perk ords", "perk field guns", "perk the LA" and my favorite "fix the collision model"....   Even looking at your suggestion on a movable spawn, I can see a way to game it an mess with a GV attack with nothing more than a jeep and 10 minutes...

It's a lot easier to complain, than it is to think through a solution, many of which HTC has already considered.  
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Offline Lusche

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Re: enemy spawns
« Reply #19 on: December 03, 2014, 11:33:57 AM »
I think hitech said that the spawn area can be changed. As it is now you spawn randomly in an 1000 Sq ft area.


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

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Offline hitech

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Re: enemy spawns
« Reply #20 on: December 03, 2014, 12:21:48 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. If that area was was increased to 5000 Sq ft area it would make the walk a mole aspect a bit tougher. Maybe a bigger are than that even.

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

1500 ft radius circle

HiTech


Offline DREDIOCK

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Re: enemy spawns
« Reply #21 on: December 03, 2014, 12:25:41 PM »
No, I am saying it's a large portion of people like the way it is.  

 

Because thats all they know.

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Offline Lusche

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Re: enemy spawns
« Reply #22 on: December 03, 2014, 12:27:29 PM »
It's is currently set to approximately 7 million sq feet.

1500 ft radius circle

HiTech



Which means my own testing result came reasonably close   :banana:



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Offline Rob52240

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Re: enemy spawns
« Reply #23 on: December 03, 2014, 12:37:30 PM »
All you have to do is not drive directly from a spawn point to another point (base/town/enemy spawn) in a straight line.

When you drive directly from a spawn you are very easy to find and kill.  This is why most GVers are easy to bomb****.  This is also why guys like DR7 can rack up tons of kills in a M18. 

Guys like the OP make it very easy.
« Last Edit: December 03, 2014, 12:39:21 PM by Rob52240 »
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Offline SPKmes

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Re: enemy spawns
« Reply #24 on: December 03, 2014, 12:54:18 PM »
All you have to do is not drive directly from a spawn point to another point (base/town/enemy spawn) in a straight line.

When you drive directly from a spawn you are very easy to find and kill.  This is why most GVers are easy to bomb****.  This is also why guys like DR7 can rack up tons of kills in a M18. 

Guys like the OP make it very easy.

Hmmm wondering if the thread was read ...if so not well comprehended (to be fair getting what is in my into text does come out strange) I am taking the easy path to find the GV's...that is the whole point of my ....wish....thing is, it is not really a wish...more a comment that I think could produce something that allows for a little more immersion... as it is now I fly straight to a spawn point...Guys like me  the OP use this and it is too easy to find and kill a GV .... not that it will be that much harder..


Offline Rob52240

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Re: enemy spawns
« Reply #25 on: December 03, 2014, 12:57:03 PM »
Hmmm wondering if the thread was read ...if so not well comprehended (to be fair getting what is in my into text does come out strange) I am taking the easy path to find the GV's...that is the whole point of my ....wish....thing is, it is not really a wish...more a comment that I think could produce something that allows for a little more immersion... as it is now I fly straight to a spawn point...Guys like me  the OP use this and it is too easy to find and kill a GV .... not that it will be that much harder..



You don't need the wish.  Just stop driving your GV on a predictable path.  I'm sorry that it will take you more time to get where you want to go.
If you don't want to be an easy target, stop making yourself an easy target.
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Offline DREDIOCK

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Re: enemy spawns
« Reply #26 on: December 03, 2014, 01:02:33 PM »
Even looking at your suggestion on a movable spawn, I can see a way to game it an mess with a GV attack with nothing more than a jeep and 10 minutes...

It's a lot easier to complain, than it is to think through a solution, many of which HTC has already considered.  

Gamed how? By driving out and moving the spawn back. Well this would more accurately  represent the gaining of ground. And just because your in a jeep doesnt mean mcuh because then you have to be able to hold that location, Jeeps die pretty easy...well most of the time (but thats another issue entirely)

If I had it purely my way.   The spawn points would stretch and shrink depending on how much ground is controlled and where the enemy is spawning to

Better yet There would be no spawn points directly to a base. Ony a bit out from your own. There would be capture-able villages between feilds which do nothing more then provide a place to spawn to and possibly have a rearm pad. (This would simulate capture of ground and the moving of logistics to the front) To capture a village you would have to do nothing more then drive to the center of it and stop on the rearm point/pad and have no enemy GVs in it. After that its yours until the enemy does likewise.
Capturing a village would enable your side to spawn to it until or unless it becomes occupied or captured by the enemy and in that way you would advance to an enemy base. You wouldnt spawn directly into the village but somewhere around it on all sides. This would make camping a village more difficult and the campers would still be under threat from those coming in from one village over. Tie to that a meaningful road net connecting them all where travel along roads is faster then over open ground

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Offline SPKmes

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Re: enemy spawns
« Reply #27 on: December 03, 2014, 01:10:50 PM »
You don't need the wish.  Just stop driving your GV on a predictable path.  I'm sorry that it will take you more time to get where you want to go.
If you don't want to be an easy target, stop making yourself an easy target.


read the freakin thread ...  Stop insinuating ....  I am not the target ...opinion is good.... but not out of context

Offline Scca

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Re: enemy spawns
« Reply #28 on: December 03, 2014, 01:17:58 PM »
Gamed how? By driving out and moving the spawn back. Well this would more accurately  represent the gaining of ground. And just because your in a jeep doesnt mean mcuh because then you have to be able to hold that location, Jeeps die pretty easy...well most of the time (but thats another issue entirely)

If I had it purely my way.   The spawn points would stretch and shrink depending on how much ground is controlled and where the enemy is spawning to

Better yet There would be no spawn points directly to a base. Ony a bit out from your own. There would be capture-able villages between feilds which do nothing more then provide a place to spawn to and possibly have a rearm pad. (This would simulate capture of ground and the moving of logistics to the front) To capture a village you would have to do nothing more then drive to the center of it and stop on the rearm point/pad and have no enemy GVs in it. After that its yours until the enemy does likewise.
Capturing a village would enable your side to spawn to it until or unless it becomes occupied or captured by the enemy and in that way you would advance to an enemy base. You wouldnt spawn directly into the village but somewhere around it on all sides. This would make camping a village more difficult and the campers would still be under threat from those coming in from one village over. Tie to that a meaningful road net connecting them all where travel along roads is faster then over open ground


That sounds like fun and would be a good addition, really!  What I am waiting for now is the "this isn't aces low" griefers to chime in.
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Offline SPKmes

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Re: enemy spawns
« Reply #29 on: December 03, 2014, 01:23:05 PM »

Better yet There would be no spawn points directly to a base. Ony a bit out from your own. There would be capture-able villages between feilds which do nothing more then provide a place to spawn to and possibly have a rearm pad. (This would simulate capture of ground and the moving of logistics to the front) To capture a village you would have to do nothing more then drive to the center of it and stop on the rearm point/pad and have no enemy GVs in it. After that its yours until the enemy does likewise.
Capturing a village would enable your side to spawn to it until or unless it becomes occupied or captured by the enemy and in that way you would advance to an enemy base. You wouldnt spawn directly into the village but somewhere around it on all sides. This would make camping a village more difficult and the campers would still be under threat from those coming in from one village over. Tie to that a meaningful road net connecting them all where travel along roads is faster then over open ground



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.


P.S  sorry Rob .... just got a little ansy at the fact you pointed at me for something I am not doing and it had been stated in posts within this thread.... I pointed out that there are some who do drive away from the spawn but many go straight from and with the arrows on my map I am able to fly straight to them and bomb/gun GV's down without even having to really search.

and pt spawns... not showing means that if you are driving the boat you will at least need to be a little vigilant as when close to a base you could just happen onto a spawn point and lose the boat...as it is now you can set a coarse and stay clear of the spawn points and just leave the boat without too much of a care until the side is ready to use....

As a defender I am often scouring shore bases for the sneaky CV I would love it if a CV group happened onto my spawn point whilst it was unmanned


« Last Edit: December 03, 2014, 04:15:31 PM by SPKmes »