Allow users to select where they spawn.

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Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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It wouldn't be something for all maps, and wouldn't replace the current system either. It would allow mappers to have another tool in their toolbox.

Some maps could be one epic meat grinder battle where 2 sides just battle it out. And some maps could be about trying to flank and attack from different sides to make the game play more unpredictable.

30% of the ROOST players play Darkest Hour, and I think that the big majority in that group loves the spawn system and Schutzesepp's maps. Sure it's not for the taste of everybody, just as not everybody likes Arad either.

However I would like things to be as simple, user friendly and familiar as in arcade shooters like UT3.

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So you will have the maps you want to play, and others will have the maps they want to play. Resulting in a big happy group.

Personally I think it would be awesome if on koningsplatz you could decide to spawn on the left, center or right. But that is just a personal thing, everything would be up to the mapper and twi regarding how something like this would be implemented.

Edit:
Its a bit of a nasty bump of mine, but it just came up with me again after playing DH for a while. I'm not the a big profound DH fan, and there are many things I get irritated at by DH. But the unpredictability of the enemy soldiers whereabouts, and freedom at how to approach a target make me love some of those maps. I just hope that future mappers could bring maps like that to the public in an easy accessible way.
 
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<animal>INSTINCT

FNG / Fresh Meat
Aug 20, 2007
471
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Running into a mushroom cloud
+1 Internetz for this idea, just make sure that only the mappers have the ability to set spawn points

I harp on this alot, but giving the squad leader the ability to make new spawn points is the worst idea with the best intentions. Enter-> Killzone 2 multiplayer, where spawn points are made 3 ft from the objective by both sides and at that point the game becomes unplayable and unenjoyable
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
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Falmouth UK
+1 Internetz for this idea, just make sure that only the mappers have the ability to set spawn points

I harp on this alot, but giving the squad leader the ability to make new spawn points is the worst idea with the best intentions. Enter-> Killzone 2 multiplayer, where spawn points are made 3 ft from the objective by both sides and at that point the game becomes unplayable and unenjoyable


The main idea about squad leaders, was a bit different though, it wasn't them randomly clicking on a map and letting the team spawn there, so they cannot "create" spawn zones. Imagine you have small squads with squad leaders being regular soldiers. Like a team got say 5 little squads of 5 people. (Where the current weapon/arty class of squad leader gets renamed to platoon leader).

Then every squad leader of those small groups can select where his squad spawns. However not randomly on the map but he can select where to spawn out of predefined spawn locations that the mapper made. With as primary idea that squads just spawn together, rather than scattered over the entire map.

Beside that mobile spawns like a halftrack or whatever if added would only be an additional tool for mappers, they wouldn't be forced to use it in every map. For really huge CA maps having a mobile halftrack spawn could be quite interesting. (Think of alte ziegelei for instance).

How squads would be formed, how squad leaders get selected, and what the min size of a squad would be, would be up for someone else thinking out how squads would work the best in general. But spawning together with a smaller group like a squad, makes it a lot easier to communicate and work together than when every person on the same team is just dumped into 1 big group.

If squadleaders could talk with other SLs they could decide to say both attack the right flank, or one the left and one the right flank etc. It allows for some more tactical options.
 
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Miro!

FNG / Fresh Meat
Apr 22, 2009
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Paris, France
We could be inspired by the spawn system of BF:BC2 with your squad leaders spawn choice system Zets.

Having Squads of 5 soldiers with a SL. Those 5 soldiers that could spawn when dying on their Squad Leader alive in his combat zone. This could help people giving more attention to their brother arms on the battlefield. It could also give more intense action and fierce to battle, allowing people to stay close to the frontline keeping fighting.

To avoid dying when spawning on your alive SL under live nade fire and dying directly, there could be a squad spawn system limit. To close into battle would disable your squad mates to spawn on you, but they could spawn behind the frontline, like a fix distance behind the SL. This way we could stop dying and running from spawn to combat all the time.

Problem would be that the feeling of waves would disappear and people would fear maybe more dying.

The Squad Leader on first spawn could choose in the rectangle spawn zone where to spawn and where its team could spawn.

image1aiz.png


This way you could have organized combat fighting. And Squads spawning on the side where its SL wanna fight in Front Line.

It's a minor change for me but could be cool to keep people and Squads together. Dunno if this would add more positive points than negative.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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Although it is indeed an issue that squads get ripped apart due to some dying and others not (in territory mode at least). Personally I don't know if I want to go to a system where you spawn on your squad leader. Primarily because then you can have the feeling that every kill you make is futile as they will pretty much be back after 15 seconds. Aka the only effective kill would be killing an entire squad.

Next to that if you spawn on a person the mapper won't have control over the map flow any more. So you need to spawn at least a bit away from the action. Unless individual reinforcements make their entry but that is not for this discussion.

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What I think could perhaps work well. Say there are 4 locations where a player could possibly spawn A1,A2,A3 and A4. What if rather that players join a squad first and then spawn where the squad is.

Players could individually pick their spawn zone in a way similar to the easy streamlined method of UT3. But every spawn zone is simply an individual squad as well. So every player deciding to spawn in A1 would automatically belong to squad 1, every player deciding to spawn in A2 belongs to squad 2 etc.

So basically rather than individually joining a squad, and then picking a spawnzone. You pick the spawn zone and everybody that made the same choice is put in a squad together. To find your squad mates easier, you could see an arrow pointing to your squad mates in the tactical view system.
 
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Capt.Cool

FNG / Fresh Meat
Jan 5, 2010
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Sky high
Personally I don't know if I want to go to a system where you spawn on your squad leader. Primarily because then you can have the feeling that every kill you make is futile as they will pretty much be back after 15 seconds.
Aka the only effective kill would be killing an entire squad.

No, the only effective kill would be the squad leader!
If he is dead, no more can spawn on his location... :rolleyes:
 
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Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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Well i still think its pretty lame to spawn directly on somebody, in that case you could probably quickly transfer SL to another player as well. Having a guy you just killed respawn a few meters away from you again is kind of an immersion killer. He should at the least take some time walking there.
 
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<animal>INSTINCT

FNG / Fresh Meat
Aug 20, 2007
471
155
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Running into a mushroom cloud
Thats what I meant, that SL's should be allowed to 'choose' the spawn zone, but those choices be preset by what the mapper decides, so in this manner, the battle can have variation to it, but it doesn't become unbalanced or clusterf%#ky
Beside that mobile spawns like a halftrack or whatever if added would only be an additional tool for mappers, they wouldn't be forced to use it in every map. For really huge CA maps having a mobile halftrack spawn could be quite interesting. (Think of alte ziegelei for instance).

And yes to this too, as long as it is implemented correctly, so that players who spawn at the HT still have to exit the HT and don't just magically pop up next to it, and limit the amount of players who can spawn from it at any given time so there won't be 20 guys spawning from it all at once
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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Hmmm, I wonder about letting the squad leader pick the point of spawning, even if they are preset by the mapper. Sure you could have someone competent in that position, but then again maybe not, or they could be in a foul mood and just want to screw with other players, or just too overwhelmed at the moment to pay attention.

Now allowing a squad leader to recommend/highlight where his squad mates should spawn in an easy to use manner would be good.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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Hmmm, I wonder about letting the squad leader pick the point of spawning, even if they are preset by the mapper. Sure you could have someone competent in that position, but then again maybe not, or they could be in a foul mood and just want to screw with other players, or just too overwhelmed at the moment to pay attention.

Now allowing a squad leader to recommend/highlight where his squad mates should spawn in an easy to use manner would be good.

And that is exactly why in my last post I suggested, that basically selecting your spawn is immediately selecting your squad as well. Meaning that players can do what they want. But that players that are fighting on the same side of the battlefield are automatically in the same squad.

Because you do not want a squad that should work together as a single team to be scattered all over the map. By automatically making people that spawn in the same location a squad together solves that issue. And keeps things easy.

Essentially my definition of a squad for a game is just making the total group of players you communicate with smaller, so you will have a smaller chance of information overload over the communicational channels. Basically automatically forming a squad with people in your close vicinity might be a nice solution to it.

However I don't know how something like fire teams could be implemented well.
 
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zogthedoomed

FNG / Fresh Meat
Yes I'd like to second the possibility of squad selection, so long as limited weapon availability is maintained. ie. just because you're carrying and MG34 when killed in one squad doesn't mean you'll be able to do the same if you spawn in another squad. Each squad will still have a finite number of slots with a finite selection of weapons.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
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Falmouth UK
Yes I'd like to second the possibility of squad selection, so long as limited weapon availability is maintained. ie. just because you're carrying and MG34 when killed in one squad doesn't mean you'll be able to do the same if you spawn in another squad. Each squad will still have a finite number of slots with a finite selection of weapons.

I think that weapons should be divided like it is now, aka you do not select your weaponry out of a pool for an individual squad. But out of a pool for the entire team. So rather than every squad having their own mg, like now having only 1 or 2 mg's total in the map.

That way users can define the composition of weaponry of a squad themselves. It leaves tactical abilities free like where do we send what class. And users can decide to not utilize some of the squads, and just create 2 big ones. I don't think that players should be forced to play in a certain squad because a squad ran out of weapon slots.