Author Topic: enemy spawns  (Read 2435 times)

Offline SPKmes

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enemy spawns
« on: December 02, 2014, 02:31:24 PM »
I don't think you should be able to see an enemies spawn point...GV and PT

I know I will probably get jumped on for this but I find it strange that I know exactly where not to put a boat or where to look for incoming GV's..
 Granted once you find it you will l know where it is but to be shown where exactly it is from the get go....people like me just sit and pluck M3's till they up... It won't stop this but I won't be able to just fly straight there... I could and some will have there own maps with it marked and that's fine.... intel is great....  shouldn't just be given on a platter.... same with the PT spawns....any good driver will keep the boats away from them.... sure they are not a big threat...but it is still something I feel shouldn't just be there for all to see.




Offline bustr

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Re: enemy spawns
« Reply #1 on: December 02, 2014, 03:49:24 PM »
Wishes have been proffered from making the random circle larger to allowing the player to select his own drop point across a mini map of the spawn area. Even a consideration to an auto buffer moving the available spawn locations away from campers in the mini map selection spawn area. As for PT, they would probably make more sense if the game had a different kind of shipping for them to attack.

The spawner(s) knows the base is there and fixed where the defending vehicles will up from. The spawners jabo know this to. In effect the spawn destination is no different than two GV bases 5000yds apart from each other. One just happens to have an airfield attached to it. Which never stops aircraft from reducing the airfield to a non contender for control of that real-estate.

Unlike our air combat which often turns into an all night game of peeka boo because many players these days are afraid to loose. The spawn points force players to face each other. Capriciously at times when it comes to PT.

This kind of wish usually shows up after the OP gets a drubbing or his feelings hurt. Then wants HiTech to change the game to make him feel better.

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.
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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 Zoney

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Re: enemy spawns
« Reply #2 on: December 02, 2014, 03:56:06 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.

Bustr gets it.
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Offline SPKmes

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Re: enemy spawns
« Reply #3 on: December 02, 2014, 04:40:34 PM »
Hi Buster....
I am only thinking that the little arrows that point to exactly where the spawn point is gets removed from the map, if you don't own the base it originates from... for ground defenders you know where the enemy base lays so the spawn will be in that line somewhere...once found it can be camped till the heart is content.... I just find it funny that i can up and defend and go straight to the spawn point on my map without any question of where it might be and kill M3's or what ever ups...
with out it I will find the spawn point but that extra 30's might just help out the poor ole M3 that ups to set his men free...

it would work the other way too when trying to run in supplies to a town.... as it is now...if the call goes out about a resupply on a field trying to be taken.... I head straight for the little yellow arrow on my map... once again...that extra 30 seconds could allow the resupply... once found though the spawn point is capped

Need to defend ... up a storch and find that spawn... then direct people to it....  camp away

CV's  i can just stay away from the little purple lines... If I didn't know where it was I could get a surprise attack on my boat.... but now I know and get the heck out of dodge and stay away from there.

I feel sorry for the poor people that I wait for without any work on my part

The add to it whilst taking something away..... use a storch... it is what it was implemented for.
« Last Edit: December 02, 2014, 05:50:08 PM by SPKmes »

Offline bustr

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Re: enemy spawns
« Reply #4 on: December 02, 2014, 04:50:49 PM »
Are you feeling sorry for the M3 driver, or were you the M3 driver?
bustr - POTW 1st Wing


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 caldera

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Re: enemy spawns
« Reply #5 on: December 02, 2014, 05:28:54 PM »
When the HQ is bombed, the result should be the removal of spawn points on the map.  Since no darbars is ok with HTC, no visible spawn points should be as well.
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Offline SPKmes

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Re: enemy spawns
« Reply #6 on: December 02, 2014, 05:35:16 PM »
I am feeling sorry for the M3 driver.

Sorry I had to rush off and didn't finish properly.

I take away spawn point indicators...and add immersion
Well in my funny little mind anyway

It isn't just M3's... I see a flashing town...strap on some bombs...head to town and work my way out in a search pattern directly to the spawn arrow...
some smart ones will drive sideways from the spawn... but most take a direct route...

Even with a base that has three enemy spawns I just up head to town out to a spawn point back to town out to the next spawn point etc etc....Until they get smart and up lots of gv's and flackers... then I cry  hahaha
« Last Edit: December 02, 2014, 05:48:15 PM by SPKmes »

Offline bustr

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Re: enemy spawns
« Reply #7 on: December 02, 2014, 05:45:57 PM »
Wishers tried to get the random area increased, and some the ability for the spawner to target his jump point with a mini map of the spawn area. I suspect for as many M3 get nailed, that many get in and cause people to wish HiTech had never revamped the resupply for towns. I've watched more base captures fail these days for not remembering to watch the spawn for M3.
bustr - POTW 1st Wing


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 xPoisonx

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Re: enemy spawns
« Reply #8 on: December 02, 2014, 05:50:01 PM »
When the HQ is bombed, the result should be the removal of spawn points on the map.  Since no darbars is ok with HTC, no visible spawn points should be as well.

Lets just remove all icons while we are at it... and keep killshooter on  :devil
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Offline caldera

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Re: enemy spawns
« Reply #9 on: December 02, 2014, 06:00:12 PM »
Lets just remove all icons while we are at it... and keep killshooter on  :devil

Base icons too.  :D
"Then out spake brave Horatius, the Captain of the gate:
 To every man upon this earth, death cometh soon or late.
 And how can man die better, than facing fearful odds.
 For the ashes of his fathers and the temples of his Gods."

Offline DREDIOCK

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Re: enemy spawns
« Reply #10 on: December 03, 2014, 07:04:24 AM »
The spawn camping game is a joke. its not "forcing players to face one another" Its nothing more then mindless whackamole most of the time. And simulates ground combat about as much. Its the primary reason why I dont often play GVs

Logically speaking IRL you may be able to bushwhack from an area once and maybe even a few times. But eventually an enemy figures out that enemy contact is made in a specific area and takes a different approach to avoid or thwart the bushwhack.

And suddenly being surrounded by enemy isnt how bushwhacks work anyway. What in a normal world has to happen is someone wanders into an ambush area not noticing the trap having been laid for them which requires slightly more skill and thought then selecting a spot where they know an enemy will be magically appearing.

I'd favor a more fluid spawn location where the spawned in vehicle never spawns within  short range of the defender and certainly never into the middle of a series of defenders. The farther out to a spawn a defender drives. The farther out the spawn location is.
the attacker may still end up driving into an ambush. But he will at least have had the chance to move and possibly spot the ambush ahead of time
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Offline ImADot

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Re: enemy spawns
« Reply #11 on: December 03, 2014, 08:33:34 AM »
for ground defenders you know where the enemy base lays so the spawn will be in that line somewhere...

Actually, when a map is designed, the spawn points can be put anywhere. There is nothing to stop the designer from having the spawn point on the far side of a base instead of stopping short between them. It's just that the spawned vehicles face the direction of the arrow, so they would be facing away from a base if the point is past the base, which may be why pretty much every spawn stops between bases.

It would make for interesting ops if enemy spawns weren't visible and there were multiple points around a base. Would definitely give more value to having someone in the air with a Fi 156.
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Offline Lusche

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Re: enemy spawns
« Reply #12 on: December 03, 2014, 08:40:20 AM »
It would make for interesting ops if enemy spawns weren't visible


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.  ;)
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Offline Scca

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Re: enemy spawns
« Reply #13 on: December 03, 2014, 08:56:30 AM »
The spawn camping game is a joke. its not "forcing players to face one another" Its nothing more then mindless whackamole most of the time. And simulates ground combat about as much. Its the primary reason why I dont often play GVs
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?

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Offline Tilt

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Re: enemy spawns
« Reply #14 on: December 03, 2014, 09:27:22 AM »
IMO dredriock gets it ...... But Lusche is right as well.

Re PT spawns there is no reason IMO why there cannot be at least 5 fanned around every coastal base (Gv, air or port). Set so any CV close enough to put AA over said base risks having PT's in its midst. It's really a terrain builders thing not a COAD thing.

Eventually I would wish a PT could spawn at any point on a given radius and that we had Spawn roads for vehicles..... But obviously that would require input if it was the chosen route.
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