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View Poll Results: Do you want longer respawn time on tanks?
Yes, I want longer spawn time for tanks [Roost system] 47 81.03%
No, I like the tank spawn system be as it is. [Current system] 4 6.90%
Yes, I want a new tank spawn system but a different one –Interesting please explain!! 7 12.07%
Voters: 58. You may not vote on this poll

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  #1  
Old 04-09-2012, 04:17 PM
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Default Longer respawn time on tanks [Classic]

Currently tanks can spawn with the same wave as infantry, meaning after you killed one it will respawn and be at the front line again likely under a half minute.

Rather than that scenario they should have their own spawn wave system, the one in RO1 worked pretty well. I think it used a timer? Anyway this worked great in Roost and made players use the tanks sparely and still they were a force to dominate the battle.

Of course this should different on the tank only maps.

Last edited by Andrew Blake; 04-09-2012 at 04:21 PM.
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Old 04-09-2012, 04:27 PM
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Re-spawn times can be adjusted by the map maker in the SDK.

In addition to a longer wait, I think that tanks (on combined arms maps) should be limited to a certain number of re-spawns. For instance if a map has 4 tanks per side, limit the number of times a tank can re-spawn to 2 times each for a total of 8 tank "lives" per match. A team would (might)use their armor resources more carefully.
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  #3  
Old 04-09-2012, 04:48 PM
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Quote:
Originally Posted by Catalavos View Post
In addition to a longer wait, I think that tanks (on combined arms maps) should be limited to a certain number of re-spawns. For instance if a map has 4 tanks per side, limit the number of times a tank can re-spawn to 2 times each for a total of 8 tank "lives" per match. A team would (might)use their armor resources more carefully.
Hey let me atleast get enough time to post the thread, before you start commenting it

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Originally Posted by Catalavos View Post
Re-spawn times can be adjusted by the map maker in the SDK.
Hmm, didn't know that. Would that require to have two verison of the maps? If so perhaps there is a better way of doing it...

Last edited by Andrew Blake; 04-10-2012 at 01:50 AM.
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Old 04-10-2012, 09:46 AM
MarioBava MarioBava is offline
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I can't decide which idea I like better, either the longer respawn time or the limited number of respawns.

Both systems would make tank kills more significant in changing the battlefield conditions and limit the number of tanks we'd see in a round.

In favor of longer respawn times, I think the limited number of respawns could make for a lot of tankless seconds halves of rounds, which part of me doesn't like. I like the idea of a tank being able to come on the scene late in the round and help turn the tide.

On the negative side of longer respawns, there would be the issue of making the game boring for the tanker class if the respawns were too long. How long is too long to wait? I have no idea, but it would be a fine line between too long to wait and too short for tank deaths to represent a significant loss. Another idea for longer respawns would be to allow the tanker to drop into another available role for the duration of the respawn timer, with the option to drop back into the tank when available (with no suicide penalty, of course).

In favor of limited respawns, they would eliminate this as an issue because you'd have the same respawn rate but when the tank spawns are used up you just have to pick another class. They'd also create a sense of an actual finite supply of armor that can be killed off altogether by the enemy if the tankers are not careful or if the enemy is good enough. Waste your tanks' lives, you get benefit of none at round end where they may have been influential in the outcome.

Last edited by MarioBava; 04-10-2012 at 09:48 AM.
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Old 04-10-2012, 09:49 AM
MarioBava MarioBava is offline
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I'd suggest making a poll to see which idea, longer respawn times, finite number of respawns, or both, (or neither; as it is now) people like best.
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Old 04-10-2012, 11:53 AM
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Quote:
Originally Posted by MarioBava View Post
I'd suggest making a poll to see which idea, longer respawn times, finite number of respawns, or both, (or neither; as it is now) people like best.
I could do that.. These two I already made could be what they should entitle and the new thread could be if you want one or both (or none) of the changes.
Probably won't make the thread today though, as I am busy.
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Old 04-10-2012, 02:20 PM
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I support longer tank respawn. Taking out a tank should be a small victory for your team.
I think tank respawn should be even longer than in RO1. At least a few minutes. Ofcourse, no one wants to sit in the spawn queue for minutes, so what about tank crewmembers respawn as riflemen upon death and there is no more tank in the field to spawn in? Also, the team would get a notification when a new tank has spawned (at which point people can spawn as tank crewmembers again).
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Old 04-10-2012, 06:25 PM
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In combined arms maps I think the tank commander/team leader should be more separated. Tank commanders should get their own ability to force respawn 1 time per match, but not be affected by team leader force respawns.
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Old 04-12-2012, 08:44 AM
MarioBava MarioBava is offline
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Quote:
Originally Posted by Bashenka View Post
In combined arms maps I think the tank commander/team leader should be more separated. Tank commanders should get their own ability to force respawn 1 time per match, but not be affected by team leader force respawns.
If there are longer respawns, that's not a bad idea.
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Old 04-12-2012, 09:39 AM
Calumhm Calumhm is offline
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I should like to see a comparison between ro1 spawn times and ro2.

I cant see TWI implementing the 'become a rifleman for X seconds' idea; having a player who teleports away mid-battle would be quite immersion-breaking.


While I generally think the respawn times could be longer, I remember playing Comissar's, with just one tank per side, and the moment I was finally killed by the Panzer 4, D was lost before I could get to it again.

Perhaps that map plays more smoothly with 2 tanks per side, but I was quite fustrated with my experience. Kill an amatuer german tank 4 times in a row, and as soon as he kills ME, the cap is lost to him. For this scenario, a longer respawn time would make the issue WORSE
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Old 04-12-2012, 10:40 AM
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Quote:
Originally Posted by Calumhm View Post
I cant see TWI implementing the 'become a rifleman for X seconds' idea; having a player who teleports away mid-battle would be quite immersion-breaking.
They would just be riflemen until they are killed. Just like they changed class manually.
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Old 04-13-2012, 02:31 PM
Fafnir_6 Fafnir_6 is offline
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I voted for the thrid option...Longer respawn time where you spawn outside of the tank and can go in & out of the tank at will. I know, I know, I'm asking for the moon .

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  #13  
Old 04-17-2012, 11:23 AM
RAF_Pstyle RAF_Pstyle is offline
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Option three, and if you'll allow me in the words of MC Hammer, to - break it down:

Tank Spawning for defenders:
Tanks only respawn when cap-zones are lost - up to a maximum of the number of capzones in the map. If the tanker is still active on the map when the cap falls, then the respawned tank waits there until the tanker dies.

Tank spawning for attackers:
Tanks only respawn when a cap is taken, up to a maximum of the number of cap zones in the map. If the tanker is still active on the map when the cap is taken, then the respawned tank waits there until the tanker dies.

In both of the above cases, if you get capzones which see-saw, then each defender loss, or attacker capture, of any cap zone adds one more spawned tank, until the maximum for that map is reached. An attacker's loss, of defender's capture of a capzone does NOT spawn a tank. So tanks spawn as the map progresses froward (i.e. with the attackers momentum, but not against that progression).

Tank spawning on neutral maps (e.g. pavlov's)
Tanks respawn when the balance of map capzones drops against the team. i.e. when the Germans take 3 (or 4, or 5) of the five capzones, the Russians spawn a tank. When the Russians tip the balance of caps in their favour, the Germans spawn a tank.

In the interim, between tank spawns, tank commanders who have lost their tanks run around as riflemen, they can then drop into tanks at their next avatar spawn, provided a tank is available for them.

Last edited by RAF_Pstyle; 04-17-2012 at 11:27 AM.
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  #14  
Old 04-17-2012, 04:20 PM
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Quote:
Originally Posted by RAF_Pstyle View Post
Option three, and if you'll allow me in the words of MC Hammer, to - break it down:

Tank Spawning for defenders:
Tanks only respawn when cap-zones are lost - up to a maximum of the number of capzones in the map. If the tanker is still active on the map when the cap falls, then the respawned tank waits there until the tanker dies.

Tank spawning for attackers:
Tanks only respawn when a cap is taken, up to a maximum of the number of cap zones in the map. If the tanker is still active on the map when the cap is taken, then the respawned tank waits there until the tanker dies.

In both of the above cases, if you get capzones which see-saw, then each defender loss, or attacker capture, of any cap zone adds one more spawned tank, until the maximum for that map is reached. An attacker's loss, of defender's capture of a capzone does NOT spawn a tank. So tanks spawn as the map progresses froward (i.e. with the attackers momentum, but not against that progression).

Tank spawning on neutral maps (e.g. pavlov's)
Tanks respawn when the balance of map capzones drops against the team. i.e. when the Germans take 3 (or 4, or 5) of the five capzones, the Russians spawn a tank. When the Russians tip the balance of caps in their favour, the Germans spawn a tank.

In the interim, between tank spawns, tank commanders who have lost their tanks run around as riflemen, they can then drop into tanks at their next avatar spawn, provided a tank is available for them.
Wouldn't that lead to teams losing a cap point on purpose in order to gain a tank?
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  #15  
Old 04-17-2012, 07:18 PM
Neuromante Neuromante is offline
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You bet I do.
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  #16  
Old 04-18-2012, 08:53 AM
RAF_Pstyle RAF_Pstyle is offline
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Quote:
Originally Posted by Proud_God View Post
Wouldn't that lead to teams losing a cap point on purpose in order to gain a tank?
Maybe, but is that a PROBLEM?
Tactical withdrawals for various reasons have always been part of combat/ warfare.

http://en.wikipedia.org/wiki/Rope-a-dope

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