Thanks Sud for adding another example of how that type of spawn system could create problems.
Just a nice change to be in a civil conversation for once.
Either way, however spawn kills are changed, they still need to be coupled with the spawn queuing idea to reward attackers for actually diligently attacking and removing the enemy force.
Most of the fights that I'm starting to see are moron attackers running blindly into moron defenders and dying en masse to artillery and each other. It's so bad you have to search for revive opportunities in a 64 player server because of the really dumb battle dynamic.
The reason why the attackers are charging in like that is because it's their only chance to capture the flag. They HAVE to get the flag at least neutral, otherwise, it doesn't matter how many defenders they kill, they will simply replace themselves, and this continues until the game is decided by kill tickets, not by flag capturing.
What if, in addition to every flag's 3-6 insertion points their would be an additional 6-8 auxillary or secondary insertion points that would only be available if the flag in question is the last flag remaining for the team that controls it. These secondary insertion points could be positioned somewhere within a radius that is twice as far from the flag as the primary insertion points. Just to summarize, these secondary insertion points would only be available or active if the flag is the last remaining flag that the team controls.
Any thoughts on this approach?
It's not random, it's not invulnerability, a good attempt at a common ground, but I'm not quite convinced. First point to make, it only takes one person to camp a spawn. Karkand hotel as an example, you can have one person on fence alley, one person on archway, one person on the other two alleys. More insertion points would require more ground be covered, but it could still be done. In essence, it lessens the problem, but does not eliminate it, and does not touch on the bigger problem of mass numbers of respawns on defense, so I can't completely back it until the idea is formed more concretely.
Also, how much do we want to debate spawn locations when people should be forming squads and warping to their squad leader. I really need to make this point - do we really need to continue to devalue squads any more? Being spawn raped sometimes is the only thing that will encourage people to join a squad, as they really should be right from the get go. Is spawn raping truly the problem here, or is the problem that people are not squadding up? Food for thought.
Last edited by Sud (2005-12-06 14:51:57)