Author Topic: rotating spawn points  (Read 882 times)

Offline lerxst

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rotating spawn points
« on: March 24, 2015, 09:14:02 PM »
With the new version of game i would like to ask for a rotating spawn points,so as to cut down the the terrible spawn campers,perhaps have up to 3 different locations at random to give the guys who are perhaps not the best in gv's a chance to get into a fight,not just get killed as soon as they spawn in front of enemy tank camping,yes im aware you can make the point to up some buffs or attack a different base but,may there be any such chance of changing current set up ??  :salute

Offline pembquist

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Re: rotating spawn points
« Reply #1 on: March 24, 2015, 10:29:02 PM »
What I'd like to see is some kind of moving spawn, it already moves a little but I mean move a lot, like an advancing front kind of thing. Another thing would be just more spawns from one base into the next, way close, way back, way right, way left way.......
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Offline Volron

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Re: rotating spawn points
« Reply #2 on: March 24, 2015, 10:46:11 PM »
What if they were to give the person who spawns in, 10 seconds of invulnerability?

Otherwise, they would have to increase the size of the spawn circle by a lot.  Does anyone know what is the current spawn circle range?  (I can swear at one point folks were complaining that the circle was too big? :headscratch:)
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Offline kvuo75

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Re: rotating spawn points
« Reply #3 on: March 25, 2015, 10:36:08 AM »
What if they were to give the person who spawns in, 10 seconds of invulnerability?


make gv's invisible to each other for a 30-60 seconds after spawn

 :aok
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Offline SmokinLoon

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Re: rotating spawn points
« Reply #4 on: March 25, 2015, 11:21:17 AM »
make gv's invisible to each other for a 30-60 seconds after spawn

 :aok

HTC already has a slight delay built in, iirc.  Why not make that time a bit longer?  As in 10 seconds? 15?
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Offline DubiousKB

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Re: rotating spawn points
« Reply #5 on: March 25, 2015, 11:27:20 AM »
Go one level deeper when selecting spawn out point.  If I select NW as a launch point, I'm provided with a second prompt of a full compass including "H". This second level will be based on the original spawn launch point, but as discussed in the past includes a much larger spawn "Ring". This larger ring allows the player to launch to the spawn point, but subsequently can choose from an larger area of that original spawn point..

Basically just a second tier of random number generator based off of the primary compass spawn point.



The other thought I had is, to simply allow a point and click on the map to spawn to that location, would be limited by the spawning base's maximum range (set by farthest original spawn location). but hey, we're spit-balling here and it's the internet so here ya go...
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Offline pembquist

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Re: rotating spawn points
« Reply #6 on: March 25, 2015, 01:01:44 PM »
The only problem with the invisible thing is how gamey it is, as it is Spawn Wars devolve into repeated upping until you get a good idea where the other guy is and then hope the lag works out for you so you can shoot before they see you rather than the other way around. The thing that makes GV action great, (I think,) is when you don't have to drive too far on the one hand but don't spawn like a duck in a shooting gallery on the other. (Do they still have shooting galleries?)
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Offline Aspen

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Re: rotating spawn points
« Reply #7 on: March 25, 2015, 01:19:41 PM »
I would like every spawn to be something like CraterMA tank town.  You get two spawns where you may be under fire or guns hot immediately and one spawn a little back from the action that usually allows upping and moving before engaging.  Getting camp on the safe one isn't easy and keeping camp on all three doesn't last long.
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Offline Scca

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Re: rotating spawn points
« Reply #8 on: March 25, 2015, 01:32:00 PM »
HTC already has a slight delay built in, iirc.  Why not make that time a bit longer?  As in 10 seconds? 15?
Not really....  The delay you see is a by product of internet lag.

I see you when I spawn in, before you see me if you are sitting there and I am spawning in.  Lots of variables to it.  It's not intentional though as far as I know. 

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Offline bustr

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Re: rotating spawn points
« Reply #9 on: March 27, 2015, 12:54:27 PM »
I thought Waffle mentioned tying spawns to roads. Or was that just one of last years spitballing posts by Waffle?
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Offline lerxst

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Re: rotating spawn points
« Reply #10 on: March 27, 2015, 07:15:05 PM »
As far as the distance needed to be covered between bases with vehicles just in general,any thought as far as having  a more diverse road system set up.Instead of just a single road,or even single railroad.

Offline Mano

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Re: rotating spawn points
« Reply #11 on: March 28, 2015, 10:31:25 PM »
Quote
With the new version of game i would like to ask for a rotating spawn points,so as to cut down the the terrible spawn campers,perhaps have up to 3 different locations at random to give the guys who are perhaps not the best in gv's a chance to get into a fight,not just get killed as soon as they spawn in front of enemy tank camping,yes im aware you can make the point to up some buffs or attack a different base but,may there be any such chance of changing current set up ??  :salute

Quote
I would like every spawn to be something like CraterMA tank town.  You get two spawns where you may be under fire or guns hot immediately and one spawn a little back from the action that usually allows upping and moving before engaging.  Getting camp on the safe one isn't easy and keeping camp on all three doesn't last long.

+1
 :aok

I like both ideas. Which ever one would be easier to implement by the programmers.
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Offline Chugamug

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Re: rotating spawn points
« Reply #12 on: March 30, 2015, 01:48:52 PM »
Being able to choose which direction you face when spawning in would be great.
The turret-less tank destroyers really need this at a camped spawn.
Makes it hard to get behind a spawn point to camp it.