So your playing Danzig and the soviets run out of reinforcements. The Axis push the soviets back to the first objectives and have clearly won. But one soviet sniper who has spent the entire game hiding within the spawn protection decides to drag the map out for another ten minutes while he hides within the spawn protection mine fields. The soviets who have all ready died get bored and leave the server while the Axis players continue to suicide on the mine fields. Sound familiar?
Not only can this be a really boring and frustrating scenario, it can also be a server killer; emptying a server that is just starting to fill up. What I suggest is the automatic removal of spawn protection once one side has run out of reinforcements. Not only does this prevent the scenario above it also simulates the way a defending team counters one an attack has been beaten back, or in the reverse situation the way in which a defending side can become over run.
Once their are no reinforcements left to a side, the reasons for spawn protection no longer exist, and this would still not prevent a defeated team making a valiant last stand.
Clearly with the imminent release of RO:HoS (we hope) this is unlikely to be implemented by TripWire. But I'm hoping some of the excelent mappers that the comunity has, may be able to do something along these lines.
Not only can this be a really boring and frustrating scenario, it can also be a server killer; emptying a server that is just starting to fill up. What I suggest is the automatic removal of spawn protection once one side has run out of reinforcements. Not only does this prevent the scenario above it also simulates the way a defending team counters one an attack has been beaten back, or in the reverse situation the way in which a defending side can become over run.
Once their are no reinforcements left to a side, the reasons for spawn protection no longer exist, and this would still not prevent a defeated team making a valiant last stand.
Clearly with the imminent release of RO:HoS (we hope) this is unlikely to be implemented by TripWire. But I'm hoping some of the excelent mappers that the comunity has, may be able to do something along these lines.