Spawns?

Post » Fri May 27, 2011 4:59 pm

hey all, i was wondering your opinions on what the spawn system should be? i know there will be spawn points where everyone will spawn at the beginning of the battle, but should you also be able o spawn on a squadmate? what do you think?
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kirsty joanne hines
 
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Post » Fri May 27, 2011 11:40 pm

hey all, i was wondering your opinions on what the spawn system should be? i know there will be spawn points where everyone will spawn at the beginning of the battle, but should you also be able o spawn on a squadmate? what do you think?


I hope you cant spawn off anyone on your team because that would make things to easy. Maybe have it were you can spawn off your squad leader as well but I think when you take a control pannel where you can switch out classes ect you can spawn there I could be wrong but I thought I read that somewhere. If so no need to spawn off anyone else and that keeps things alot more strategic because protecting those control pannels you secure will be a huge deal or you may end up spawning on the other side the map which could loose your team the game.
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Rhiannon Jones
 
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Post » Fri May 27, 2011 9:25 pm

hey all, i was wondering your opinions on what the spawn system should be? i know there will be spawn points where everyone will spawn at the beginning of the battle, but should you also be able o spawn on a squadmate? what do you think?

There are spawn points that are defended by turrets. Those to the best of my knowledge is the only place you can spawn. Besides if you have smart medics you won't have to respawn. :goodjob:
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Elle H
 
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Post » Fri May 27, 2011 5:15 pm

There are spawn points that are defended by turrets. Those to the best of my knowledge is the only place you can spawn. Besides if you have smart medics you won't have to respawn. :goodjob:


ok thanks. and lol, i dont think anyone will really have a grasp on any class till months later
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Mr. Allen
 
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Post » Fri May 27, 2011 1:17 pm

ok thanks. and lol, i dont think anyone will really have a grasp on any class till months later

that seems like a negative estimation.
i expect some players to grasp their main class in a couple of hours
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maddison
 
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Post » Fri May 27, 2011 10:05 am

that seems like a negative estimation.
i expect some players to grasp their main class in a couple of hours


i meant completely grasp it. to master it. to know what to do at all times. I dont think that will take 3 hours of practice.
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Sweets Sweets
 
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Post » Fri May 27, 2011 9:49 am

i meant completely grasp it. to master it. to know what to do at all times. I dont think that will take 3 hours of practice.

a couple of days then, some people are nearly superhuman when it comes to games
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yermom
 
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Post » Fri May 27, 2011 8:12 am

i meant completely grasp it. to master it. to know what to do at all times. I dont think that will take 3 hours of practice.

Ofcourse it's not possible. How can you master something as long as you're unlocking new stuff, as long as you don't know the maps, as long as you don't know the objectives. Then you also have to keep in mind that there are other classes, with light, medium and heavy variations. I could go on but I think that I already made myself clear ^^
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Isabella X
 
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Post » Fri May 27, 2011 11:36 pm

Ofcourse it's not possible. How can you master something as long as you're unlocking new stuff, as long as you don't know the maps, as long as you don't know the objectives. Then you also have to keep in mind that there are other classes, with light, medium and heavy variations. I could go on but I think that I already made myself clear ^^


thats exactly what i meant...did u read my original reply? i said it would take months to master a class. Nikto thought it wouldnt i showed him why it would. i dont know why you had to restate it, but ok
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Shannon Marie Jones
 
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Post » Fri May 27, 2011 7:15 pm

I was probably making my reply while you replied or something. Or maybe I'm getting tired and missed it.
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Stacyia
 
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Post » Fri May 27, 2011 4:41 pm

I was probably making my reply while you replied or something. Or maybe I'm getting tired and missed it.

you quoted it..
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SUck MYdIck
 
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Post » Fri May 27, 2011 11:13 pm

you quoted it..

Oh, you mean that message :) I was just adding some examples, elaborating :)
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 9:24 pm

Oh, you mean that message :) I was just adding some examples, elaborating :)


oh, ok :D
anyway, this is getting off topic, so back to squad spawning option. I think it should definately be in the game
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Ricky Meehan
 
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Post » Fri May 27, 2011 10:01 am

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

Good idea to go back to topic.

But I don't agree with spawning near squadmates.
I say: Fixed spawns, which change as objectives are completed.
Remember when you die, you're not out yet, you can still be revived. I don't think squadspawns fit into this system.
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Laura Mclean
 
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Post » Fri May 27, 2011 11:16 am

Good idea to go back to topic.

But I don't agree with spawning near squadmates.
I say: Fixed spawns, which change as objectives are completed.
Remember when you die, you're not out yet, you can still be revived. I don't think squadspawns fit into this system.


right, ok, but i think squad spawns help you stay in the action. It would be optional, so heavy soldiers dont have to run 100 yards to fight someone. light operatives or medics (who dont handle head on combat well) could spawn back at the base
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Olga Xx
 
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Post » Fri May 27, 2011 4:58 pm

right, ok, but i think squad spawns help you stay in the action. It would be optional, so heavy soldiers dont have to run 100 yards to fight someone. light operatives or medics (who dont handle head on combat well) could spawn back at the base

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.
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Bloomer
 
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Post » Fri May 27, 2011 9:46 pm

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.


yeah, thats true too.. but i wonder how close these spawn points will be to the main action. I've noticed in almost every other FPS i've played, theres one area where people tend to gravitate towards and fight. It may not be the middle of the map, or the most strategic point, but they usuallly go somewhere.
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jessica breen
 
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Post » Fri May 27, 2011 4:15 pm

there's a gameplay clip, shows off a lot of customization, it's the one with the heavily upgraded smg, there you can see how long it would take.(if you know the map, perhaps 15seconds) it can't be too close to the command post since otherwise it would be pretty much impossible to capture a command post
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Melung Chan
 
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Post » Fri May 27, 2011 9:12 pm

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.
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Matthew Barrows
 
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Post » Fri May 27, 2011 7:09 pm

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.

i'm with you(at least on this one) :tops:
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Antonio Gigliotta
 
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Post » Fri May 27, 2011 2:49 pm

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.


great point, very well thought out. makkes it tough to argue against you
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Andrew Perry
 
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Post » Fri May 27, 2011 1:29 pm

right, ok, but i think squad spawns help you stay in the action. It would be optional, so heavy soldiers dont have to run 100 yards to fight someone. light operatives or medics (who dont handle head on combat well) could spawn back at the base

That is a disadvantage of playing heavy you cant have your cake and eat it to.
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Scared humanity
 
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Post » Fri May 27, 2011 3:43 pm

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

Fact, but heavies need support anyway, they are the damage takers and dealers.
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Zoe Ratcliffe
 
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Post » Fri May 27, 2011 5:47 pm

yeah, thats true. all very good points.
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C.L.U.T.C.H
 
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Post » Fri May 27, 2011 3:38 pm

In small maps with squad spawning i know I would simply spectate a person until they hit resistance and then drop in and give em a hand. A light could make an easy run to the "flag" in a organized clan battle by simply dropping off heavies at every sign of resistance. A cheap but effective tactic, no. Brink is not made like BC2 where dropping in at the first sign of fire will save your teamate, BC2 has very open manuveral maps with fights occuring from cover positions in buildings or from vehicles, Brink fire fights will probably occur with two people standing at about 20ft(7 meters) away making targeting an enemy as spawning an easy task.
This is not a problem in Battlefeild BC2 because maps are big enough that not spawning on a teamate would easily double the time spent running towards battle.
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Yung Prince
 
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