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Checkpoints and Respawns

barakas

Grizzled Veteran
May 15, 2009
402
210
Instead of having a system where each map has a static set of checkpoints that act as objectives and respawn points, i suggest a system whereby outposts are dynamically created by squad leaders/sergeants.

Each sides squad leader would be able to create a "checkpoint" by going into a building and setting up an outpost. This would then act as a spawn point and checkpoint for that area, where the enemy could still capture the outpost to push back the other forces.

It would be limited to certain areas of the map, so instead of having 3-4 checkpoints, there would be 3-4 checkpoint areas.

Outposts could also include ammo piles, or radios, so not only will an outpost act as a spawn area and objective, it would be an important strategic resource aswell.

Each side could have a main outpost/ HQ, which if captured would mean victory, but the more outposts a side has, the harder it would be to capture this main HQ.

This would put an end to the unrealistic situation of capturing most of an enemies checkpoints, but not being able to capture the final one without capturing every one in between.

Having friendly soldiers in the same building

Once an outpost was set up, it could be captured by either side, just like normal, and possibly even destroyed if HoS has destructible buildings.

It would then have the more realistic situation of instead of one side having to go into one specific house to capture "the village", the squad leader could go into whatever building best suited the situation.

Objectives shouldn't be magical and game like, where only a specific house will can be, it should be more realistic and dynamic, where simply setting up inside any house of a village turns that house into the base of operations.

This would also give the Squad leader much more influence in the direction of battles, and would encourage the squad leader to think more about tactics and directing the battle, rather than just being a normal soldiers with smoke grenades and arty powers.

There could also be maps where all outposts where already set up.

Also, there could be maps with no HQ/Main outpost, so capturing a certain objective could not automatically win the map. In these maps the aim would be to kill all of the enemy troops, or to capture or destroy

Any comments/criticisms?
 
It would then have the more realistic situation of instead of one side having to go into one specific house to capture "the village", the squad leader could go into whatever building best suited the situation.

This is really just a matter of map design. There are plenty of maps where the cap point for "the village" actually encompasses the whole village. This also goes for spawn points, they should be designed so that they aid map flow and provide a realistic positioning of troops. And speaking of realism, if RO is trying to model squad to platoon level combat, then the objectives would actually have been assigned from a bit higher up the command chain, so they should be static.

Having mobile spawn points and such also will totally screw up spawn protection as it was in RO.

I think that instead of implementing a cumbersome new mechanic, the devs should just focus on realistic map design in regards to the placement and size of cap zones.
 
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This is really just a matter of map design. There are plenty of maps where the cap point for "the village" actually encompasses the whole village. This also goes for spawn points, they should be designed so that they aid map flow and provide a realistic positioning of troops. And speaking of realism, if RO is trying to model squad to platoon level combat, then the objectives would actually have been assigned from a bit higher up the command chain, so they should be static.

Having mobile spawn points and such also will totally screw up spawn protection as it was in RO.

I think that instead of implementing a cumbersome new mechanic, the devs should just focus on realistic map design in regards to the placement and size of cap zones.

I imagine though that not every battle that took place was orchestrated by higher command.

In more "spontaneous" battles, wouldn't a squad leader orchestrate some sort of field outpost for soldiers to meet up / operate from. Wouldn't this be able to be used as a spawn point in game?

To make it clear, the Objectives would not be able to be moved all the time, this would be too easy for abuse, and officers could not place all the outposts in the same tiny corner of the map,

Its just that instead of having a set of checkpoints that don't change, you capture "the village" by setting up in "the village" not just by walking around it and not by only being in a specific building.
 
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I imagine though that not every battle that took place was orchestrated by higher command.

In more "spontaneous" battles, wouldn't a squad leader orchestrate some sort of field outpost for soldiers to meet up / operate from. Wouldn't this be able to be used as a spawn point in game?

To make it clear, the Objectives would not be able to be moved all the time, this would be too easy for abuse, and officers could not place all the outposts in the same tiny corner of the map,

Its just that instead of having a set of checkpoints that don't change, you capture "the village" by setting up in "the village" not just by walking around it and not by only being in a specific building.


Not on the Eastern front. And the squad system is not the same as many think of in terms of Western armies of the time. Both the German and especially the Soviet higher command set the objectives and pretty much on pain of death the ranks we are playing as in the game had to follow those orders. Failure to do so could mean a bullet to the head, assignment to a penal battalion etc.
 
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