So... TWI can you tell me why...

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Gaizokubanou

FNG / Fresh Meat
Sep 5, 2011
525
76
0
These are currently active spawn protected areas. Removing them will mean your enemy will spawn camp the living **** out of you or vice versa, and the RO community has always been very QQ on that issue :)

I think there are better ways to deal with spawn protection personally, especially since spawns moved closer to the action compared to RO the mod where this system was introduced, but currently this is the system in place, as much as I don't like it myself. The squadleader spawning makes the issue even more prominent.

It might be interesting to see what ideas for spawn protection could be suggested by you guys.

What if...

Instead of having guys "spawn" in a zone, they spawn in a moving and invulnerable halftrack/truck that's headed for battle? The transport would be timed so that it would arrive and be ready to unload per current spawn time. These transports could either be armed themselves or have an armored car escort that is pretty much immune to damage, has AI aimbot style gunner that'll pretty much only kill enemies that have line of sight to your spawn zone.

This would kick *** for immersion, and no more magic instagib from protected area!!!

Some maps would need huge modification for trucks to fit through though... like Apartment, not sure how that would work.

Edit: Ok here is a simpler, less immersive but more easy to do version of that. Have a halftrack that is pretty much static move up when spawn zone changes. Players spawn around halftrack, and it also has aimbot gunner so that everyone who has a shot at spawn gets killed, aka spawn protection.
 
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Basic_Infantry

FNG / Fresh Meat
Jun 1, 2009
177
20
0
Myerstown, PA
It needs to be removed all together imo, ROOST didnt have it, DH didnt have it, if a squad is good enough to get around the enemy to lay some flanking cover and give their reinforcements some more time to set up defence, then why not ?

It doesnt make sense and does not give you the sense of freedom of the map like the originals


:confused: ROOST has spawn protection...... there is more of a warning but it's there and it also has maps that once a certain team caps something it becomes spawn protected and you will die if you're caught in it :confused:
 

zeep

FNG / Fresh Meat
Nov 21, 2005
434
147
0
These are currently active spawn protected areas. Removing them will mean your enemy will spawn camp the living **** out of you or vice versa, and the RO community has always been very QQ on that issue :)

I think there are better ways to deal with spawn protection personally, especially since spawns moved closer to the action compared to RO the mod where this system was introduced, but currently this is the system in place, as much as I don't like it myself. The squadleader spawning makes the issue even more prominent.

It might be interesting to see what ideas for spawn protection could be suggested by you guys.
I would like to try only protecting the first spawn area with a WARNING YOU ARE NEAR ENEMY SPAWNZONE and a countdown to death.
No other protected zones throughout the map.

And for spawning on Squad Leader i would say do a check in the vicinity of the SL and add a distance from him times number of enemies in his radius (value ...). Make spawning distance go side to side and backwards towards first spawnzone. Never forward towards enemy.
Also / Or, when selecting to spawn on SL have a map show up that indicates where you will spawn, or where you can select to spawn. All in a specific radius around the SL.
 

Neuromante

FNG / Fresh Meat
May 25, 2006
228
20
0
spawns moved closer to the action compared to RO the mod
[...]
It might be interesting to see what ideas for spawn protection could be suggested by you guys.

I suppose going back to the roots isn't an option here, now is it? ;)
 

M_B2

FNG / Fresh Meat
Sep 29, 2011
8
0
0
Doesn't DH use a system of a few seconds of immunity when you spawn ? Would that work ?

That would give you a few moments to find cover at least.
 

Thaelyn

FNG / Fresh Meat
Jun 19, 2011
298
97
0
Tulsa, Ok
These are currently active spawn protected areas. Removing them will mean your enemy will spawn camp the living **** out of you or vice versa, and the RO community has always been very QQ on that issue :)

I think there are better ways to deal with spawn protection personally, especially since spawns moved closer to the action compared to RO the mod where this system was introduced, but currently this is the system in place, as much as I don't like it myself. The squadleader spawning makes the issue even more prominent.

It might be interesting to see what ideas for spawn protection could be suggested by you guys.
I don't think it's that hard, really. Leave the protected areas in the original spawn area, as they are when the round begins. As the battle pushes forward, do not introduce new protected areas. If someone wants to spawn in complete safety they must spawn well behind the front in the maps initial spawn point. If they make the choice to spawn ahead of this point, then they choose to accept the inherent risks associated with doing so.
 

5thSSDW.KGW~CO

FNG / Fresh Meat
Sep 19, 2011
256
346
0
I don't think it's that hard, really. Leave the protected areas in the original spawn area, as they are when the round begins. As the battle pushes forward, do not introduce new protected areas. If someone wants to spawn in complete safety they must spawn well behind the front in the maps initial spawn point. If they make the choice to spawn ahead of this point, then they choose to accept the inherent risks associated with doing so.

This. Simple and effective. Choosing to spawn forward = higher risk of ambush. Players already make the same decision when choosing to spawn on the SL.
 
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6S.Maraz

FNG / Fresh Meat
Aug 31, 2011
118
51
0
I don't think it's that hard, really. Leave the protected areas in the original spawn area, as they are when the round begins. As the battle pushes forward, do not introduce new protected areas. If someone wants to spawn in complete safety they must spawn well behind the front in the maps initial spawn point. If they make the choice to spawn ahead of this point, then they choose to accept the inherent risks associated with doing so.

That would make every map a campfest.

Maraz
 

pomp

FNG / Fresh Meat
Jun 8, 2006
92
35
0
What if ppl who kill someone who is in spawn are detected and highlighted for everyone to see? I think it might make them easier to kill/counter and possibly deter spawn camping behaviour.
 

Thaelyn

FNG / Fresh Meat
Jun 19, 2011
298
97
0
Tulsa, Ok
That would make every map a campfest.

Maraz
How so? In terms of campability, nothing would change. Camping isn't an issue of how maps are designed or how spawns are protected. It's an issue of player mentality. Camping a spawn is every bit as possible now as it would be with no protected areas. If the protected area shifts, the campers just shift with it and continue to camp. Nothing any developer can do will ever prevent camping until the day comes when devs remove the ability to stop the forward motion of your avatar. Campers will always camp.

With what I've suggested, yes the forward spawns might be camped, but unless that camper is psychic and able to predict which choice a respawning player is going to make, he cannot lock down anything.

Consider what I've described as being akin to being dropped into a hot LZ. The front line never is, and never has been, a secure place. That's why command bases are generally well behind the lines
 
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Richey79

FNG / Fresh Meat
Dec 13, 2009
512
202
0
That would make every map a campfest.

Maraz

I certainly agree it would be bad for gameplay.

On the attacking team, I'd guess that 50% of the players would be constantly running round the already capped areas like a game of musical chairs, just making sure that they were still cleared out. This would make it pretty hard to continue pushing the line forwards.

Just look at Spartanovka and how effective it is if the Soviets get a couple of guys behind the attacking Axis line. If they're at all skilled, they can easily get 6 or 7 of the attackers before they're taken down, and slow the advance considerably.

This works on this map, because it's quite a linear one. It's just a damn pain on a more 'dimensional' map like Grain Elevator. It already frustrates me that Soviet spawn campers can be loitering around A while the Axis are trying madly to go for C. Part of me feels that those players aren't really 'playing the game', and defending as part of the team as they should be.

Of course, another part thinks 'all's fair in love and war'.
 

6S.Maraz

FNG / Fresh Meat
Aug 31, 2011
118
51
0
Yes Maraz, would you please explain why you think so?

Because of what Thaelyn said:

With what I've suggested, yes the forward spawns might be camped,

90% of players would probably choose the spawn point that is closer to the battle, either because they are unaware of which spawn areas are protected and which ones are not, or because they do deliberately that; in the latter case it would be their fault, of course, anyway there would always be targets for campers.

Maraz
 

Thaelyn

FNG / Fresh Meat
Jun 19, 2011
298
97
0
Tulsa, Ok
Because of what Thaelyn said:



90% of players would probably choose the spawn point that is closer to the battle, either because they are unaware of which spawn areas are protected and which ones are not, or because they do deliberately that; in the latter case it would be their fault, of course, anyway there would always be targets for campers.

Maraz
How is this any different than what exists now (in terms of campers having targets)? Everything you said here is true right now, my suggestion does nothing to make camping more prevalent. What it does do is remove the unrealistic and imbalances insta-gib that happens to an unsuspecting player when the protected area shifts and adds weight to the choice of where you spawn. Both of these are good things.
 

svgamer

FNG / Fresh Meat
Jul 30, 2006
34
11
0
Suggestion:

Flash the spawn points on the map (like a cap point under siege) when there is enemy fire, enemy presence, or someone on your team is killed in the spawn zone.

Players then have the option of checking the map prior to spawning in for a relatively safe option.

This would require adding spawn points to maps that limit players to only 1 option based on points held.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
I don't think it's that hard, really. Leave the protected areas in the original spawn area, as they are when the round begins. As the battle pushes forward, do not introduce new protected areas. If someone wants to spawn in complete safety they must spawn well behind the front in the maps initial spawn point. If they make the choice to spawn ahead of this point, then they choose to accept the inherent risks associated with doing so.

Very good idea. I always thought the maps with movable protected/mined areas is a sign of poor map design. Good maps have their spawns designed so spawncamping won't be a problem in the first place, but lacking this the above suggestion is very good.
 

greenlemonade

FNG / Fresh Meat
Sep 20, 2010
793
189
0
These are currently active spawn protected areas. Removing them will mean your enemy will spawn camp the living **** out of you or vice versa, and the RO community has always been very QQ on that issue :)

I think there are better ways to deal with spawn protection personally, especially since spawns moved closer to the action compared to RO the mod where this system was introduced, but currently this is the system in place, as much as I don't like it myself. The squadleader spawning makes the issue even more prominent.

It might be interesting to see what ideas for spawn protection could be suggested by you guys.



I've got one. Keep it the same it is now, but when you die from spawn protection, it doesn't cost any re-enforcements.


It's simple. That would make it less of a "kill" and more of a "move".



Another suggestion:
When you enter spawn protected area, it doesn't kill you. You just have the HUD indicator up at all times and if you try and shoot an enemy, you are instantly killed by a "mysterious sniper" that doesn't exist.

This would give people a LONG time to exit the spawn area and make it more realistic than just having an aneurysm.
 
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Jorg Biermann1

FNG / Fresh Meat
Feb 8, 2011
1,031
632
0
Buckinghamshire, UK
These are currently active spawn protected areas. Removing them will mean your enemy will spawn camp the living **** out of you or vice versa, and the RO community has always been very QQ on that issue :)

I think there are better ways to deal with spawn protection personally, especially since spawns moved closer to the action compared to RO the mod where this system was introduced, but currently this is the system in place, as much as I don't like it myself. The squadleader spawning makes the issue even more prominent.

It might be interesting to see what ideas for spawn protection could be suggested by you guys.

Isn't there a way to maybe have it so people who are standing in protected areas when it shows up have a time to get out or maybe even they get the chance to stay there. That 1 guy will die soon enough.