Some of the squad respawn system was discussed in GD in this thread:
[url]http://forums.tripwireinteractive.com/showthread.php?t=54974[/URL]
What was confirmed was:
-Squads are added dynamically, containing multiple teams (fire team, MG team, maybe sniper team, and so forth)
-When respawning, you have the choice of respawning either at a cap point or at your squad leader (it he has a secure zone to spawn at)
What I got a little worried about when seeing this is for "ninja" tactics where a single squad leader (SL for short) could sneak past the defenses and spawn his full squad behind the lines.
I'm quite confident that TWI can do a wonderful system on their own, but I'm just throwing in some ideas on this that they can ponder on
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So I sketched up a few suggestions.
1. Basic system. Every squad leader gets a "zone" in which his squad can respawn. If an enemy enters this zone, or an enemy bullet penetrates it (bullet penetration zone might be better to have a smaller zone maybe) the zone gets cancelled (with a cooldown on bullets maybe). What I'd like to see here is a growing "zone", that means the area that needs to be clear of enemies gets bigger as the SL gets further from the cap zone.
2. If possible, it would also be nice to have a "resupply corridor" between your cap zones and the SL. This would mean respawning at the SL will only be available if there's a clear path between the SL and a cap point. In the example below the two axis soldiers between the SL and cap point effectively cancels the squads ability to spawn at the SL.
3. If this is feasible, it would also be nice to have a "bendy" corridor, preferrably using small control zones that can make the corridor smaller (use bezier curves with a few points maybe). Crudely drawn example below where the two axis soldiers will not break SL respawn:
Since I have no idea how the implement system actually works now, I'm just throwing these ideas out there, it might be totally fine the way it is Might be an idea for a mutator if nothing else.
[url]http://forums.tripwireinteractive.com/showthread.php?t=54974[/URL]
What was confirmed was:
-Squads are added dynamically, containing multiple teams (fire team, MG team, maybe sniper team, and so forth)
-When respawning, you have the choice of respawning either at a cap point or at your squad leader (it he has a secure zone to spawn at)
What I got a little worried about when seeing this is for "ninja" tactics where a single squad leader (SL for short) could sneak past the defenses and spawn his full squad behind the lines.
I'm quite confident that TWI can do a wonderful system on their own, but I'm just throwing in some ideas on this that they can ponder on
--------------------
So I sketched up a few suggestions.
1. Basic system. Every squad leader gets a "zone" in which his squad can respawn. If an enemy enters this zone, or an enemy bullet penetrates it (bullet penetration zone might be better to have a smaller zone maybe) the zone gets cancelled (with a cooldown on bullets maybe). What I'd like to see here is a growing "zone", that means the area that needs to be clear of enemies gets bigger as the SL gets further from the cap zone.
2. If possible, it would also be nice to have a "resupply corridor" between your cap zones and the SL. This would mean respawning at the SL will only be available if there's a clear path between the SL and a cap point. In the example below the two axis soldiers between the SL and cap point effectively cancels the squads ability to spawn at the SL.
3. If this is feasible, it would also be nice to have a "bendy" corridor, preferrably using small control zones that can make the corridor smaller (use bezier curves with a few points maybe). Crudely drawn example below where the two axis soldiers will not break SL respawn:
Since I have no idea how the implement system actually works now, I'm just throwing these ideas out there, it might be totally fine the way it is Might be an idea for a mutator if nothing else.