Author Topic: OMG! Not another spawn camping solution again!  (Read 746 times)

Offline sparow

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OMG! Not another spawn camping solution again!
« on: July 19, 2011, 06:41:45 PM »
Hello all!

Yes, I am aware of the "search button". Yes, I am a very recent enthusiast of armoured warfare. No, I'm not complaining about spawn camping. True!

But, as many "GVers" I have faced the annoying problem of the camped spawn. I must say immediately that I consider this a natural situation. The problem is that the actual spawning sistem is not "natural". Let's see, what do I mean with this?

Spawn points were created to avoid excruciating trips from a base to a fight. They are very useful and generate enourmously interesting slug fests. The only problem is when one of the sides gains temporary superiority, will tend to move forward, of course. But the spawn point doesn't, it's as immobile as a pole and soon is overrun... That's when the life expectancy of a normal "think-tanker" gets extremely short... And wine pours into 200...

My suggestion is simple: like in normal life, the spawn point must retreat. One thousand yards at a time, like in a ruler, the player would be able to choose a point on the spawn arrow anterior to the final, camped, point. The "terminal" is too hot? Retreat to -1K. They are pushing hard, you lost another point? Retreat to -2K, reorganize at -3K, prepare a defence at 5k... Well, if you lost it all and you're restricted to the VH, there's good news: you have nowhere to go!

I would like to add a second suggestion to this issue: the spawn point itself, the "arrow head" point, should be different, like a fork with 5 different spawn points placed in a semicircle around the initial central spawn point. That way one could spawn in one of four different spots around the "central spawn. This way, both the spawn points would be like two opposing semi-circles for each group to spawn from.

I don't know if this would help or not or if it would be too hard to code. Just my two cents. Forward!

Cheers,
Sparow
249 Sqn RAF "Gold Coast"
Consistently beeing shot down since Tour 33 (MA) and Tour 8  (CT/AvA)

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Offline Letalis

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Re: OMG! Not another spawn camping solution again!
« Reply #1 on: July 19, 2011, 06:46:37 PM »
In my limited experience trying to make maps, I don't think think the capability is supported.  Heavy modifications to the map builder would be needed  and if such coading were to take place it could be applied in much more interesting /realistic ways. (FLOT system)
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Offline LLogann

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Re: OMG! Not another spawn camping solution again!
« Reply #2 on: July 20, 2011, 08:28:52 AM »
Whoever the heck is pouring wine on 200 needs to start freakin' sharing. Especially the red wine.  :aok




You are correct, but there is a work around... Think TankTown where there are 3 spawns in the same general area. Of course on larger maps it would be very difficult to implement map-wide with already 4 spawns out of a base.

In my limited experience trying to make maps, I don't think think the capability is supported.  Heavy modifications to the map builder would be needed  and if such coading were to take place it could be applied in much more interesting /realistic ways. (FLOT system)
« Last Edit: July 20, 2011, 08:33:39 AM by LLogann »
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Offline LLogann

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Re: OMG! Not another spawn camping solution again!
« Reply #3 on: July 20, 2011, 08:36:26 AM »
Then again...

All you really need to do is increase the spawn diameter to say 2.0k (which is already coded) and it would make camping much harder.
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Offline DeadStik

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Re: OMG! Not another spawn camping solution again!
« Reply #4 on: July 20, 2011, 12:59:24 PM »
I like this wish! A very good idea!
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Offline pembquist

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Re: OMG! Not another spawn camping solution again!
« Reply #5 on: July 20, 2011, 01:04:06 PM »
This sounds like an excellent feature if possible.
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Offline bustr

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Re: OMG! Not another spawn camping solution again!
« Reply #6 on: July 20, 2011, 01:49:11 PM »
The spawn terminus could be tied to a table that gives about a dozen positions. When the GVer clicks on the spawn button a random number is generated and compaired to the table. Then you spawn onto the landscape in one of those 12 positions.

So now back up to our current date and time.

I thought HiTech recently modifyed the GV spawns to pop you up in random locations around the spawn point? Maybe you just want to ask him to increase the diameter and frequency of the random feild area. I've noticed that the random locations in the terminus point feild are still small enough to be camped by 2 or 3 defenders. It looks to be about 2000 yards in diameter and not as randomising as could be.

This could well be to account for maps with spawns that would place your tank up a 2000 yard vertical cliff to tumbel down to it's destruction. Think of the whines after that. I still see wirbles and tanks spawn almost on top of the last point they spawned up to 12 times in a row as I'm helping defending tanks with an IL2 slaughter them.

Dosen't seem like the new updated random spawn point is helping the attackers much more than the previous arrangement. But, then I don't GV and Im mostly 1k above over watching the enemies spawn in.
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Offline LLogann

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Re: OMG! Not another spawn camping solution again!
« Reply #7 on: July 20, 2011, 04:07:17 PM »
Very original thought.


I thought HiTech recently modifyed the GV spawns to pop you up in random locations around the spawn point? Maybe you just want to ask him to increase the diameter and frequency of the random feild area. I've noticed that the random locations in the terminus point feild are still small enough to be camped by 2 or 3 defenders. It looks to be about 2000 yards in diameter and not as randomising as could be.

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Offline Mano

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Re: OMG! Not another spawn camping solution again!
« Reply #8 on: July 21, 2011, 03:15:52 PM »
Expanding the area of the remote spawn sounds good.
As previously mentioned....don't know if the moving spawn would work.

 :aok
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Offline DREDIOCK

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Re: OMG! Not another spawn camping solution again!
« Reply #9 on: July 21, 2011, 07:18:55 PM »
Whoever the heck is pouring wine on 200 needs to start freakin' sharing. Especially the red wine.  :aok




You are correct, but there is a work around... Think TankTown where there are 3 spawns in the same general area. Of course on larger maps it would be very difficult to implement map-wide with already 4 spawns out of a base.


sure ya can via drop down menu. Main spawn waypoints as we have now would send you to a particular base. at which point a submenu could open up with another waypoint menu.
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Offline DREDIOCK

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Re: OMG! Not another spawn camping solution again!
« Reply #10 on: July 21, 2011, 07:21:45 PM »
Expanding the area of the remote spawn sounds good.
As previously mentioned....don't know if the moving spawn would work.

 :aok

the whackamolers would never stand for it. Although I think that would be the best way.
the only downside to it is you would know an area is being camped by the location you spawn into.

Personally I prefer bushwhacknig to spawn camping. Let em waste their time driving in a ways then bushwhack em just when they think they are getting close and gonna make it.
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Offline Butcher

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Re: OMG! Not another spawn camping solution again!
« Reply #11 on: July 21, 2011, 10:58:43 PM »
Then again...

All you really need to do is increase the spawn diameter to say 2.0k (which is already coded) and it would make camping much harder.

You do realize even with a 2k spawn size its going to be just as easy as a 1k spawn size? Think about tanks backing up 1k - is that really going to be much of a difference when 95% drive TOWARDS the enemy base rather then around?.

It does serve an idea however, multiple spawns to a base, instead of 1 spawn point why not make it two? I'm sure you'd need to redo maps in order to do this, however if every GV spawn had more then one entrance it would require the campers to split the forces to defend two spawns, and a decent GV mission would easily break through one.
JG 52

Offline Chugamug

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Re: OMG! Not another spawn camping solution again!
« Reply #12 on: July 22, 2011, 08:56:33 AM »
How much of an effect do you think turning off the arrows of the enemies spawn would have?
Would there be less camping/bombing, or just less effective camping/bombing?