Author Topic: Sequential damage to buildings/ships and spawn rates  (Read 300 times)

Offline Minotaur

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Sequential damage to buildings/ships and spawn rates
« on: November 04, 2000, 09:49:00 PM »
Currently spawn rate has one of two modes:
  • Unlimited spawn
  • No spawn
Specifically; if a hanger is up, players can spawn from it.  The number that can spawn is unlimited as well as the rate at which they can spawn.  If the hanger is down, none can spawn.  This follows basically an "ON / OFF" model.

I would like to suggest a method of sequential building or ship damage that will reduce the spawn rate as damage occurs.  This method will not effect the number that can spawn, only the rate at which they can spawn.  In essence I am proposing a "Sliding Scale" model.

For example, to kill a VH at an airbase it takes 3000 pounds of bombs.  The spawn rate for the building would be effected by how much damage it has taken.  
An example of how this spawn rate could work as follows:
  • 0% damaged ---> Unlimited spawn rate
  • 33% damaged --> Spawn rate once every 5 seconds
  • 66% damaged -->  Spawn rate once every 15 seconds
  • 100% damaged ->  No spawn possible
For a player to spawn from a location they must first get into a "Que".  This que would be "First In First Out".  For my suggestion, the current map planner / viewer /launcher could be modified to perform the que function.

Additionally; buildings currently re-build instantly.  I would like to see building re-build in an similar manner.  Instead of the building suddenly being at 0%, the re-build would be done sequentially at say 5 minute intervals.

IE:100% --> 66% --> 33% --> 0%

Thanks in advance and I welcome any comments!  

------------------
Mino
The Wrecking Crew

"Hind tit suckin whiners. Begone with yah!"
Hangtime

Offline Fishu

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Sequential damage to buildings/ships and spawn rates
« Reply #1 on: November 05, 2000, 12:33:00 AM »
How about changing fuel refineries etc. also..
In MA, those hardly sees any destruction until theres some field captured next to some factory and someones just goes off for a easy factory killing.
If killing of fuel refinery would make fuel availability on all fields bad, then I'd be sure there would be more raids behind the frontline, instead of shooting factories up from field next to it.

Offline AKDejaVu

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Sequential damage to buildings/ships and spawn rates
« Reply #2 on: November 05, 2000, 01:36:00 AM »
I don't think the limited spawn will work well.  There is usually a problem when you attempt to limit launching ability.  Making players wait in line would do that.

The best way to limit respawning is to take the hangar down again.

Its not that I don't think respawning is an issue.. just that I don't really see this as a solution.  The sad thing is.. I don't have any ideas better than the current implimentations.

Spawning can be stopped completely... why limit it for any reason other than to vulch easier?

AKDejaVu

Offline Fishu

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Sequential damage to buildings/ships and spawn rates
« Reply #3 on: November 05, 2000, 02:20:00 AM »
Well dejavu...

You could then use some fighter bombers with just 500lb bombs and effectively reduce their takeoff capabilities  

It is kinda nonsense when they can take off from completely destroyed field like nothing if theres just one fighter hangar up...

Offline AKDejaVu

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Sequential damage to buildings/ships and spawn rates
« Reply #4 on: November 05, 2000, 02:27:00 AM »
 
Quote
It is kinda nonsense when they can take off from completely destroyed field like nothing if theres just one fighter hangar up...

Yeah.. just about as bad as the 4 fighters there that would rather vulch the one guy respawning than straff the remaining hangar

AKDejaVu