Spawns?

Post » Fri May 27, 2011 6:52 pm

oh, ok :D
anyway, this is getting off topic, so back to squad spawning option. I think it should definately be in the game


I disagree. Besides we have medics to revive you.

Knowing splashdamage, they'll probably add forward spawns where you can spawn after you secured it.
I think an operative will be able to hack a forward command post or something.


That makes sense. I know operatives can hack command posts I am not sure if you spawn at them.

I like to refer to wolfenstein: ET (Another Splashdamage game I played, a LOT)
Each map had several ways to complete the objective. However, you had to unlock some of them by blowing stuff up, escorting a tank, ...
Now, Even when the teams were not even, the fighting area always got pushed back a little and at the end you were fighting near the defending's team last spawn.
However, pushing them back is not the only thing you could do. Sneak attacks could also work (Using a covert ops and an engineer, covert ops is comparable to operative)

One of the strategies was a medic train: 1 Engi to complete the objective, with 2 medics to take damage(they had the most hp), to revive and to protect the engi(main objective)
This worked only in pushes, because when someone died the push failed. Crucial in this strategy is reviving and healing asap.

Spawning near squadmates would make defending so much more difficult or even impossible. In my opinion, the reviving and spawning will be similar to that game or atleast in a certain degree.


To sum my the story: You spawn, the fighting area gets pushed back, you can use multiple ways to get to the objective, completing other objectives give you more ways to complete the main mission or give you a forward spawn. Medics are there to revive and heal people. We don't need squadmate spawn, because it would unbalance the game.


Excellent info which reaffirms why this game is going to be awesome.

That is a disadvantage of playing heavy you cant have your cake and eat it to.


It never hurts to have a tank/bullet sponge around. Makes it easier to distract the enemies with a hail of gunfire.
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Invasion's
 
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Post » Fri May 27, 2011 10:27 pm

Yea, squad spawn would be nice but kind of unfair when it comes to light players reaching tactical points which heavies can't get to then spawning on them. Think about the mission trailer on the official site where the light player went to interrogate a player, if heavies could spawn there it would make the game very unfair. So i'm pretty sure that's what the hacking terminals are for, to create new spawns closer to the battlefield :D
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dav
 
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Post » Fri May 27, 2011 9:14 am

the command posts can be hacked, when they are hacked the spawn point get's changed to a closer place, but not at the command post itself.
at least that's how i think it'll be, and the spawn point of the enemy would be put a bit further back
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benjamin corsini
 
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Post » Fri May 27, 2011 2:21 pm

the command posts can be hacked, when they are hacked the spawn point get's changed to a closer place, but not at the command post itself.
at least that's how i think it'll be, and the spawn point of the enemy would be put a bit further back


Hmmm... but what if the enemy also have to hack certain points to get their spawns. Guess we will see closer to the release date :)
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Chase McAbee
 
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Post » Sat May 28, 2011 12:37 am

The defending team may be able to retake it. I don't know how they're going to work it out exactly, but I'm familiar with SD and their spawnsystem is solid.

I'm going to give an example using a scheme:

Attack spawn = Spawn A
First Defense spawn = Spawn B
Second Defense spawn = Spawn C
Command post/forward spawn = *

The map will look like this:

A - * - B - * - C

Just imagine, for the attacking team to get spawn B, the must blow up a wall. The main objective is C, stealing a Topsecret weapon.
At first the attacking team will spawn at A, the defending team at B.
The first main objective for the attacking team will be to blow up the wall. Secondary objective is to hack the forward spawn.
The defending team's main objective will be to protect the wall and their secondary to hack the forward spawn.
What are the possibilities for the attacking team? 1) Go straight to the wall or 2) Secure forward spawn and then blow up the wall
What are the possibilities for the defending team? 1) Secure forward spawn, but take the risk of sneak attacks blowing up the wall or 2) Just defend the wall

You see where I'm going at? Same goes for the second part of the map.
However, It could also work different with other systems, but I'm pretty sure that there will be a fixed spawn location for both teams, atleast to begin with.
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Imy Davies
 
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Post » Fri May 27, 2011 10:40 am

The defending team may be able to retake it. I don't know how they're going to work it out exactly, but I'm familiar with SD and their spawnsystem is solid.

I'm going to give an example using a scheme:

Attack spawn = Spawn A
First Defense spawn = Spawn B
Second Defense spawn = Spawn C
Command post/forward spawn = *

The map will look like this:

A - * - B - * - C

Just imagine, for the attacking team to get spawn B, the must blow up a wall. The main objective is C, stealing a Topsecret weapon.
At first the attacking team will spawn at A, the defending team at B.
The first main objective for the attacking team will be to blow up the wall. Secondary objective is to hack the forward spawn.
The defending team's main objective will be to protect the wall and their secondary to hack the forward spawn.
What are the possibilities for the attacking team? 1) Go straight to the wall or 2) Secure forward spawn and then blow up the wall
What are the possibilities for the defending team? 1) Secure forward spawn, but take the risk of sneak attacks blowing up the wall or 2) Just defend the wall

You see where I'm going at? Same goes for the second part of the map.
However, It could also work different with other systems, but I'm pretty sure that there will be a fixed spawn location for both teams, atleast to begin with.


Makes sense and well put.
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Kim Kay
 
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