LG-MindBullets
Member
+10|7143|Kirkland, WA
Recently I read an EA sanctioned article that outlined potential changes and improvements that they're considering implementing in the next patch. Although there were several issues addressed that I believe are important, the issue of spawn camping caught my attention. It was hinted at, that players would receive a 2-5 second moment of invulnerability upon spawning. This design technique has been used in the past by a few FPS games and personally I think it's a good idea. I'll explain.

The basic idea is that when a player spawns in they are briefly invincible, but at the same time they are not allowed to use their weapons until the invicibility wears off. IMHO, I think 5 seconds is too much time but 2-3 seconds would be just enough time for someone to dodge the barrel of a tank or sprint out of an artillary strike.

I know many people believe that there is no such thing as spawn camping or that it is fair play. You may also believe that I'm just whining about it and that I can't adapt, but I assure you that this is not the case. In fact, I'm usually the player that is taking advantage of spawn camping. Just check out the stats on my accounts; especially take notice of my tank KD ratio and my driver points that I've acquired from piloting helicopters. (Unfortunately my stats have been declining ever since I had to move back into my old office with a slower connection. Playing with a 200-1000 ping is not pleasant. Arghhh...)

The only reason I engage in spawn camping is because other players do it too and there are no game design countermeasures in place to prevent it. It's my belief that players should do anything and everything in their ability to take advantage over their opponents. After all, it is war. So the issue isn't with player attitudes or abuse, but with inadequate design implementation that allows certain aspects of the game to be exploited at the cost of making many player's game experience unenjoyable and frankly unfair.

Not that it is necessary for a game to reflect reality, but in real war a soldier doesn't enter battle by miraculously materializing into space without having any information about his/her immediate surroundings. I garuantee that if soldiers could instantly teleport or materialize to a specific location in battle that they would not choose to appear directly in front of a tank, to the side of a black hawk, or in the middle of an enemy squad. More importantly, though a game should be fun and balanced so that from the offset all players have nearly equal opportunity. I think there are several ways this issue can be approached, but currently I think the 2-3 second moment of invulnerability is a decent game design technique for addressing the problem.

Any other thoughts?

Last edited by LG-MindBullets (2005-12-02 12:36:19)

Kanil
"Aff, Star Colonel!"
+37|7183|Internet!
I'd like to see a player have 250 HP, for the first five or so seconds when he spawns.

He can be injured as normal. The moment he fires a weapon/tosses a medic bag/repairs something/whatever (or his 5 seconds are up), his HP is reduced to 100 (provided it is more than 100). Alternatively, it is reduced to a precentage. (Say he has 200 HP, after 5 seconds. He's taken 20% of 250 HP, so he's set to 80% health?)

Or maybe reduced damage dealt until he interacts with the world somehow (weapon/heal/repair/whatever) or for 5 seconds.

I hope they don't just make them invulnerable for 3 seconds (while glowing bright white and sparkly.) - Very annoying, IMO.

Last edited by Kanil (2005-12-02 12:41:16)

tF-voodoochild
Pew Pew!
+216|7270|San Francisco

I think that if this was in effect for every flag on the map then taking over capture points would be a complete pain in the ass. It's already pretty tough to fight off a wave of spawning enemies while trying to grey a flag, but what if all of these spawning enemies were completely invulnerable for 3 seconds after they spawned?! It would be horrible...

I would go for it ONLY if it was in effect on non-cap bases.
LG-MindBullets
Member
+10|7143|Kirkland, WA
I think both of you guys have valid suggestions. I think that a transference of damage inflicted during the 2-5 second period based on a percent would be a good adaptation. I also think that this game design element has more application for non-cap bases, but I think with a few tweaks that it could still be applied to normal CP's. To some extent Kanil's suggestion would resolve part of the problem. The other change I would suggest is that if someone spawns in at a flag that you are trying to turn that their presence has no effect over the turning of the flag for the 2-5 second immunity period. Maybe a buffer period could even be implemented so that spawned players don't actually begin to effect the flag until 2-5 seconds after the immunity period has worn off.

I also want to thank Kanil for mentioning that as soon as a player uses a weapon, item, or performs any action other than running and jumping that they instantly lose immunity, whether it be invulnerability or increased HP. I actually had this in mind but forgot to mention it in my first post. I also agree that glowing shield-like special effects would be an annoying visual that would detract from the feel of the game. I think some other visual indicator should be used for the immunity period. Something as simple as making the characters slightly transparent might work. A newly spawned character could start at 50% opacity and gradually become 100% opaque at the end of the immunity period. This would also allow players to know when another player is about to lose their immunity.

One other suggestion I have, that I'm not quite decided on myself is the possibility of letting players choose whether or not they have an immunity period. If they do choose to have the immunity period then the only way it can be broken is by the time running out, if they are killed (this would be based on the increased HP approach), or if they use a wrench, ammo pack, med pack, or another non-weapon device. They would not be allowed to use a weapon at all until the immunity period expires, even to manually break out of it.

If a player chose not to invoke the immunity period then they would obviously forfeit their protection with the risk of being spawn killed, but at least they could use a weapon immediately upon spawning. I think that having the choice setup as a toggle option that you select before hitting "Done" after choosing a spawn point would work.

Last edited by LG-MindBullets (2005-12-02 13:52:57)

H0ly(rap
Member
+10|7143|Nebraska
So true,

this would be a deffinate improvment to the gameplay, and I agree with the take all you can get and nothing less,  and like you said "it is war" 

lol

anyway  sorry about the connection speed (i get T-1 :cool )

and good luck ...
RGB|Apocalypse
Member
+1|7183
I wonder if I'm too late in posting to this topic but anyway, here's my view.

1. I totally agree with having some seconds (3-5sec) of spawn immunity. I was surprised this was not a feature of BF2 when I first played.

2. In relation to spawn camping, I wish that players have more direct ability to choose the actual spawn position on a specific spawn point. If not, I would rather spawn at a single position at a spawn point. Why? Because so far it seems to be totally random and in fact, I think the game chooses the position nearest to any enemy. This is fucked up because so many times, I was raped by the same guy who just stood at the edge of the spawn area. I repeated spawn there because I want to protect the flag but thanks to the stupid system, I was repeated killed when I could have simply spawn further away and fire a AT missile.
OMGEliteGaming
Member
+0|7251
I have played alot of FPS games competitively over the years and in my opinion the spawn killing in BF2 is not that big of an issue. I also adhere to the mentality that this is a war game, and the user should be able to utilize any gameplay techniques available to them to gain an advantage over the opponent, including spawn camping. I will spawn camp when the opportunity presents itself, and i readily accept that i will have to prepare to defend myself against spawn campers when the enemy has the opportunity.

Spawn camping in the majority of the FPS games ive played is often a much more devastating technique to use against the enemy and is significantly harder to survive as a spawner. In many games a spawn killer can simply target a specific corner of a room and click when the fresh meat appears. This is almost always not the case in BF2.

The enormous scale of the BF2 maps and the variety of kits available to the spawner makes 99.9% of all spawns survivable. If you get spawn killed at a specific flag, respawn at the closest safe area with the kit most effective against the spawn killer. You spawn at Flag A and immediately get killed by a tank? Spawn at Flag B as anti-tank and hit him in the treads. Open up the squad menu and find a surviving squad leader near the spawn killer to respawn on and C4 his ass. Getting Spawn killed by a chopper? Spawn at the nearest jeep w/50cal, speed your ass over there, and tear the spawn killer up. Work on your eryx/saw skills and guide a missle into the pilots dome. Etcetera.

Too many times i see a group of nubs get spawn killed by armor, And then all continue to respawn at the same spot as sniper or medic or some crap and then complain about tank whores and wonder why they die over and over. Three of you got spawn killed? OMG cry , Three of you respawn as anti-tank, turn and fire missle, problem solved.

Ive experienced all kinds of spawn killing in BF2, on both sides of the gun, and theres only one circumstance that i feel needs balancing. Just in front of the first flag in karkand, nubs can aim their APC's and Tanks down the alley and rain down fiery spawn killing death with incredible ease. I will admit that i have done such things in my early n00b days of BF2 gaming, but i soon found that not only was it quite gay, but i could get better scores playing a well rounded game not concentrating on a particular spawn.

But this specific event is a problem in the level design of karkand. Not the gameplay itself. I do not see the need for an added invulnerability time.  Every last other possible spawn point in the game i will quickly find a way to spawn and eliminate the spawn killer.
jools
Member
+-1|7230|a galaxy far, far away....

LG-MindBullets wrote:

[snip]The only reason I engage in spawn camping is because other players do it too and there are no game design countermeasures in place to prevent it. It's my belief that players should do anything and everything in their ability to take advantage over their opponents. After all, it is war.[snip]
First off, 'the others do it too' doesn't really make a good excuse. Why don't you get kill you parents then? There surely are 'others' who have done it too (IT'S JUST A SILLY EXAMPLE, OF COURSE I'M NOT TRYING TO COMPARE SPAWNKILLING TO KILLING PARENTS. OBVIOUSLY, SPAWNKILLING IS MUCH WORSE).

Secondly, 'after all, it is war' doesn't make a good excuse either. Get real FFS, BF2 IS A FUCKING GAME, not a RL war. And, even in real war, it is prohibited to camp outside hospitals and kill soldiers as soon as they're recovered (which could the RL counterpart of spawnkilling). For the same reason, offside penalties were introduced in soccer: because, after all, it's a game.

note - for 'spawnkilling', I only refer to spawnkilling at uncap base.

ps - apologies for the blunt 'cut' of the reply.

Last edited by jools (2005-12-06 03:43:01)

kilroy0097
Kilroy Is Here!
+81|7265|Bryan/College Station, TX
First off. jools try not to make a reply nothing more than an invite to be flamed. This is a rather sedate discussion... don't be the tool that makes it a flaming argument.

As to the discussion of protection upon spawning I think its a rather good idea. In alternative to immunity for # seconds or an increase of HP or the fade in method I offer this alternative.

Increase the armor of the individual to 75%. Using the reference point of the armor of an Assault kit is about 25% for example. No I do not know the exact armor points or rating of Assault, this is just to use as an example.

So at spawn the soldier now has a beefed up amount of armor so people can still kill the soldier but it takes quite a bit more to do so. This gives the soldier about 3 secs or so to react with added protection before it goes back to normal. Of course any damage taken still remains.
"When fascism comes to America, it will be wrapped in the flag and carrying a cross." - Sinclair Lewis
AFlyingNun
Member
+0|7142
Despite how nice it sounds, I actually don't like the idea...

I think the game is more real with anything able to happen, such as spawning and being arty'd, or having to deal with a tank on spawn.

I always hate it when I find a server that has something like "No bunny hopping, no spawn camping, no stad padding, no team killing, etc." Hell, I don't even do any of those, but I still find it stupid to put restrictions like that just because they don't like it.


Basically, I think the two reasons I don't want some advantage on spawn is:

1. Destroys some of the realism of the game. Yes, sometimes soldiers are sent into impossible situations and they die quick.

2. Outlawing something you can't stand doesn't make you any better. I don't like it when someone bunny hops, but I've fought them so much I'm used to it. I've also faced the 16th best player, who was REALLY good at anticipating movements and C4 kills. Heck, he was slaughtering me. I could've left the match and not gotten any better, but I stayed, and in the last round I got 4 kills on him in face-offs.   A lot of things people complain about, I think they complain because they can't deal with it.  But what doesn't kill you, only makes you stronger...
AFlyingNun
Member
+0|7142
I also see spawnkilling at a uncap base as sort of a punishment for horrible offense AND defense for a team. For instance, on a map like karkand, it would demand EVEN MORE skill from MEC. Not only can they not let a base be capped (for the ticket depletion), they can't start spawn camping when USMC's defenses are down. And from what I've seen, the ticket depletion on karkand is pretty critical.
jools
Member
+-1|7230|a galaxy far, far away....

kilroy0097 wrote:

First off. jools try not to make a reply nothing more than an invite to be flamed. This is a rather sedate discussion... don't be the tool that makes it a flaming argument.[snip]
I guessb you're right, and I apologized already at the end of my post. Just being pissed by all the people who try to cover their lame/ cheesy/unsporty behaviours/tactics with 'in war all's fine' lines...
jools
Member
+-1|7230|a galaxy far, far away....

AFlyingNun wrote:

[snip]1. Destroys some of the realism of the game. Yes, sometimes soldiers are sent into impossible situations and they die quick.[snip]
Yeah, the realism of the game. Engineers carrying 5 AT mines (5x15Kg=75Kg). Support loaded with 40+Kg of equipment jumping X times in a  row. Snipers scope-shooting while side-rolling on the ground. M95 hitting you in the chest WITHOUT killing you instantly. Spec-Ops throwing C4 packs at insane distances. APCs still moving after an anti-tank just hit their wheels. Ah, the realism!

Reality is no game. And games aren't real.

Last edited by jools (2005-12-06 05:24:53)

AFlyingNun
Member
+0|7142

jools wrote:

AFlyingNun wrote:

[snip]1. Destroys some of the realism of the game. Yes, sometimes soldiers are sent into impossible situations and they die quick.[snip]
Yeah, the realism of the game. Engineers carrying 5 AT mines (5x15Kg=75Kg). Support loaded with 40+Kg of equipment jumping X times in a  row. Snipers scope-shooting while side-rolling on the ground. M95 hitting you in the chest WITHOUT killing you instantly. Spec-Ops throwing C4 packs at insane distances. APCs still moving after an anti-tank just hit their wheels. Ah, the realism!

Reality is no game. And games aren't real.
Yeah, obviously the games can't be perfectly real and fun, but you know what I meant.

Besides, who knows if it would be better? If you had five seconds to run for cover, that'd also be five seconds for MORE enemy campers to all see you. 

Heck, I can deal with spawn camping now. Sure, it takes 1-2 deaths before catching on to the enemy tactics, but that's the punishment for the team letting it's defense down.
AFlyingNun
Member
+0|7142
Let me put it this way...

You don't die in one shot from an M95, or run out of ammo as a support, because people like it that way. People like not being spawn camped too, but isn't a game supposed to have bad and hard parts, too? What fun would it be if every bad part of the game got taken out, where's the challenge?  It's like when someone uses cheat codes to unlock something, then gets obsessed with the codes, then by the time they're done using them all, they realize it would've been more fun to play without them.
jools
Member
+-1|7230|a galaxy far, far away....
Is turkey-shooting spawning players any challenging? Is being shot at the very moment of respawn any challenging?
LG-MindBullets
Member
+10|7143|Kirkland, WA
I expected to see a lot of responses to the effect of "shit happens," or that the team being spawn killed deserves it if they can't properly defend themselves or mount an effective attack. However, spawn killing punishes individuals who aren't responsible for their team's idiocy and lack of competence. Often I will have the highest score on the server with ridiculous kills and flag captures and my team will still lose because they are simply morons. Players who play well shouldn't be punished for the idiotic mistakes of their teammates.

Often, spawn killing also occurs at either an uncappable base or the last remaining base for the team leaving no alternative spawn location for someone who would wish to avoid being spawn killed such as OMGEliteGaming suggested. I rarely get spawn killed; like I said, I'm usually the one on the other side taking advantage of the situation. However, when it does happen it's usually when I first join a server that is either full or has autobalance on and I get stuck with the team that has only one cappable flag that is pinned down. Like being put on MEC on Karkand and only having the train accident base or coming in as USMC on Sharqi and only having the construction yard. In many cases, it's very possible to break out of these scenarios and cap another base, but sometimes the odds are against you 50 to 1 and you die instantly every spawn from arty, armor, helicopters, or dozens of small arms fire directed at your spawn location. Should I get punished for being put on the losing team when joining the server? Obviously, everyone ends up on the losing team at some point, but if I am put in that situation then I at least want a greater than 1% chance to turn the situation around for myself even if I can't do anything for my team at that point.

Also RGB|Apocalypse said that the spawn points seem completely random. Well, it may seem that way but they aren't entirely random. If you ever mess around with the BF2 level editor and look at the spawn points you can see how they work. Basically, in the level editor you insert a flag, then you insert several other soldier insertion points that are connected to that flag. One flag might have anywhere between 2-6 insertion points for soldiers. Most only have about 3. If you know where those insertion points are then it's possible to completely pin a flag down, especially if it's the last flag the enemy team occupies. I remember once on Gulf of Oman at one of the beach flags (center beach I think) my friends and I were in a squad and surrounded what was the USMC's last flag not on the carrier. Rather than taking the flag we simply staked out the 3 insertion points that we knew soldiers could come in at. As soon as the rest of our team killed the remaining stragglers around the map, we began instantly killing anyone who spawned in at the center beach because we were all positioned directly in front of the flag's insertion points. After racking up about 12 kills each the other team started figuring out what was going on and came in at the Carrier instead. It's also possible to actually stand on the insertion points and prevent people from spawning in at all. If anyone has ever seen the white dot on the spawn selection map turn red, it means that there is already someone standing at all of the insertion points, and therefore you can't spawn in until someone moves. Typically, this is an indication that several of your allies have just spawned in and haven't moved yet, but if you know exactly where the insertion points are it's possible to prevent the enemy from spawning in at all if you and your allies stand on all of the insertion points. Or you have your friends stand on all insertion points except one and totally mow down anyone who comes through that single insertion point. Technically, this isn't hacking or cheating since the game physically allows it, but I would consider this exploitation and poor sportsmanship.

Anyway, I would gladly forfeit the advantage I have over other players in the context of spawn killing if it made the game more enjoyable for everyone and gave each player a fair chance to survive being spawned. Yes, shit happens, but this is game and it should be balanced (not necessarily equal opportunity in every situation but at least balanced) and fun.
LG-MindBullets
Member
+10|7143|Kirkland, WA
I just wanted to clarify that the spawn camping incident at Gulf of Oman was a one-time thing. Something I still laugh about but feel somewhat ashamed of. Anyway, my friends and I were inspired to test it out after playing Karkand as MEC and having only the Market and Train Accident bases. None of us could spawn in at the market. The white dot on the spawn selection screen was constantly red even though we still owned the flag. After making a trip from the Train Accident to the market we discovered 4 USMC players just standing on the insertion points. This is what gave us the idea to try it out.
<b|k> lukie
Member
+7|7144|Germany
What about 6 well covered or far away positioned spawnpoints at each flag? No spawning on open field instead spawning somewhere hidden. The enemy shall not see you when spawned.
blacksheepcannibal
Member
+24|7174
Its the blacksheepcannibal BF2 Dictionary to the rescue! (ive done this before; perhaps i should coalate and make it one big post)

Spawn-Camp : an underhanded strategy that relys on intimate knowlege of the precise entry point in the game for enemies spawning in; keep your crosshairs where they will spawn in, and get ready to point the trigger. alternately, simply use DOS to keep them from spawning in.

different from

Base Rape : 1. to send a fighting force into the last enemy outpost. legitimate strategy, cappable or not. 2. to send a fighting force into an enemy uncappable base when there are other remaining flags yet to be taken by your team. not legitimate per se, but acceptable, because the enemy can just spawn elsewhere and cap the flags you are ignoring.

Spawn camping is just another way for players to exploit the rules of the game, unfairly. The game is not designed to reward people that use underhanded tactics to win. its supposed to be a relatively fair fight. Exploits (noob-tubing, C4 whoring, Bunny-Hopping, etc.) are going to be there, but need to be fixed by the makers of the game. Just because other people Exploit DOES NOT give you permission to.

now that we have made the difference: Base Rape: OK. Spawn Camping: NOT OK.

Spawn camping does not need to be fixed by a temporary invunerability; it needs to be fixed by having insertion points randomly change. if you cannot accurately predict where people will spawn, you thus cannot spawn camp.

A temp invun phase would, however, easily disrupt Base Raping, which i consider a legitimate strategy.
Lawk
Member
+2|7196
Call me a spawn-camper.  I dont really care, but this idea is horrible.  Oh man, I cant spend enough time on this subject.  Christ, I hope this change is not implimented.
Sud
Member
+0|7169
One thing that was only lightly touched on is the fact that it can be extremely difficult, sometimes impossible depending on the team, to decisively win a battle and actually TAKE a flag. This is because of the fact that reenforcements are only ever 15 seconds away. To take hotel as an example, you literally have to park people in the alley and archway to quell the constantly spawning reenforcement troops, or else they spawn in while you're trying to lower flag and start flinging grenades all over inside of there. No matter how powerful your squad is, it'll fall to a constantly re-appearing army of explosive chuckers relying on attrition rather than skill.

Now imagine this already problematic issue combined with several moments of invulnerability on spawn. You will have no way to prevent their reenforcements from getting in, and on top of it, now you have to deal with them being able to get a premium spot to start attacking from on top of it.

Invulnerability can work, but it has to be coupled with a queueing system for respawning in an area. The amount of people that can instantly spawn in an area has to be cut down. Instead of everyone insta-spawning wherever they want, it should be changed to a time delay, such as one soldier per 5 seconds, to preserve the fact that the victor should claim the spoils, not get a victory and start to cap only to have the entire enemy team reappear on top of them.
LG-MindBullets
Member
+10|7143|Kirkland, WA

blacksheepcannibal wrote:

A temp invun phase would, however, easily disrupt Base Raping, which i consider a legitimate strategy.
It sounds like you haven't read my second post in this thread. Even with a brief 2 second immunity period it would not disrupt how attack forces takes bases as long as a player with the immunity period did not effect the turning of the flag.

I think base raping as you describe it is acceptable, albeit not very sportsman-like. However, many times a team will have only one spawn point on the entire map that they can choose to spawn from and many experienced players including myself know exactly where the insertion points are for most of the flags in the game. I garuantee that if someone is intent on taking the last base occupied by the enemy and if they know where the insertion points are that the players spawning in will have no more than 0.1 seconds before they're killed. Arty compounds the situation.

As to your suggestion about having the game randomly select different insertion points for each flag; well the game already does this, sort of. Each flag has about 3-6 insertion points that it randomly selects from to spawn players at. As already mentioned it's possible to determine where these insertion points are. Now it seems that a simple fix would be to have the game not use fixed insertion points but randomly generate a vector from the flag with a random distance range that does not intersect with world geometry. However, even this approach has drawbacks because it could randomly spawn you in the middle of a field with the closest cover more than 6 seconds sprint distance away.

Killing people who are instantly spawned in and have no clue about their surroundings is a cheap talentless tactic that should have game design measures employed to prevent it. I simply believe that a 2 second immunity period is the best way to tackle the problem.

Last edited by LG-MindBullets (2005-12-06 14:07:54)

Jodah3
Member
+1|7161
I like the idea of a better spawning system as opposed to any kind of invulnerability.  The spawn radius around a flag should be slightly increased and you should be able to randomly spawn at any legal point within the radius.  By 'legal', I mean that you do not spawn on any invalid surfaces (inside walls/barriers, or on roofs that cannot be accessed via ladders and such).
Sgt.Gh0st
Pump-Action Pimp
+16|7204|The Hague, Holland
*looks at topic title* Yes, please .
I second that the 3-second rule would only apply for uncap. bases.
It would be horrible if the 3-second rule would count for normal cap.flags.

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