Removing spawn protection once reinforcements are out?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Tanuki

FNG / Fresh Meat
Aug 1, 2007
122
0
0
41
United Kingdom
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.
 

{Core}Craig

FNG / Fresh Meat
Mar 2, 2008
756
178
0
Im supprised this hasnt generated more debate.

Its actually one of the first good ideas in a long time. For example last night on 50 player danzig, someone in allies spawn AFK for over 6 minutes . . . . alot of waiting about . . . . :mad:
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
for danzig if there's a russian in the dock spawn, just throw a grenade on him. back spawn though, yeah you're not going to be able to get to him. a lot of spawns already lack spawn protection, but for most of them there are minefields that (in theory at least) would keep you from getting close enough to shoot or throw a grenade into the spawn.

so if a mutator was made, it would not only have to disable spawn protection (if it's there in the first place) but any minefields surrounding it as well.
 

Tanuki

FNG / Fresh Meat
Aug 1, 2007
122
0
0
41
United Kingdom
....so if a mutator was made, it would not only have to disable spawn protection (if it's there in the first place) but any minefields surrounding it as well.

Just to clarify; by spawn protection I meant all the things that are meant to stop spawn killing, ie mine fields, and doors that only open from one side, as well as the spawn invulnerability.
 

EchoCharlie

FNG / Fresh Meat
Dec 21, 2007
17
0
0
I think your problem is that you're playing Danzig. Danzig and people who like it should be put in a rocket and fired into the sun.

Danzig has been played more times Paris Hilton.

It's time to let go. It's over.

But yes - with regard to chasing the last couple of dills about to end a map, if they set a shot clock or time limit that they can stay in spawn, it solves this problem with all maps - even boring mind numbingly dull ones like Danzig :D.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
I haven't played the new Danzig on this RO, but in the old mod days, you could just nade the area and take them out.

Besides a steep hill to keep the enemy out of your spawn, I don't see the need for anything else..... if people are going to constantly base rape and kill players in their spawn to the point you need mine fields and other things to keep people that far away from spawn..... well geez.... I thought that's was server admins were for.... to boot those idiots and to determine when to boot AFK players, or allow the other team to base rape them to death and end the match.

Ah the good old days of the wild west....
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
in all the RO stock maps, you'll find spawns that lack proper protection. for the most part, the spawns are protected well enough so that nobody can get into the spawns anyway, but there are a few maps where it's still possble. either way, a real pain. hopefully HOS will improve it, then allow for the disabling of all spawn "protection" once a team is out of % so the game can be ended.