Thoughts on Respawning

Post » Fri May 27, 2011 12:58 pm

After having fiddled around with Brink for a little while now, one thing has become quite clear. Other than the game being really fun, of course. ;)

The Respawn system could use a little tweaking. I've been finding that when playing single player, my team tends to take out the other team in batches. And the other team Respawns in batches, usually with a spawn point right next door to whatever objective my team is working on. This of course results in my team getting obliterated 9 times out of 10, as a mob of baddies flies in guns blazing, with fresh health and full clips. If spawns were staggered and or located further away from critical objectives, it would likely be a benefit.

As it stands, it seems my team is always scattered everywhere, and their team is always in tight knit groups with backup galore, always defending with perfect unity.

That's my two cents on the matter, anyways. :)
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Kathryn Medows
 
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Post » Fri May 27, 2011 12:44 pm

That's my two cents on the matter, anyways. :)

And your two cents are always appreciated. I agree with you.
Welcome to the forum. Here is your Turtle: :turtle:
And no, that isn't weird. That is normal. Well, it's normal here.
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Latisha Fry
 
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Post » Fri May 27, 2011 3:18 pm

Sweet, my very own turtle. :) Every forum has its quirks. A free turtle upon arrival is far from out of the ordinary.

And huzzah at having others feel that the Respawn system needs a tweak.
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pinar
 
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Post » Sat May 28, 2011 2:18 am

i 100% wouldnt mind to see something done about how the enemy respawns to make it more balanced. I dont like getting wiped every time their new spawn comes through.

I'm thinking if there were multiple spawn points, like, oh hey command posts, you should get to spawn there...

Some balancing...

Taking a command post means you get to spawn at a more strategic point on the map, be it closer, or even behind the enemy line.

To balance that, you would need to make it so that IF the command post was being taken, you couldnt spawn there until the person stopped. So you dont go and cap a command point, then instantly die as the enemy spawns ontop of you...

Some thought...

Might look weird. Your shoved back pretty far so you never see the enemy spawn, therefor you dont think about it. How are you going to make it so people arnt just poofing out of thin air? That would be cheesy...
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Kevan Olson
 
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Post » Fri May 27, 2011 9:52 pm

Yeah, lots of good points right there. Multiple places for people to spawn helps with various issues. It makes it harder to spawn camp a zone, and hopefully lessens the chance of the baddies popping up all at once and wiping your force.
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Laura Wilson
 
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Post » Fri May 27, 2011 12:40 pm

Well theres a obvious reason for people spawning together, makes it easier to stick together when you don't have to run all over the map alone trying to find some teammate to group up with, while waving a big flag asking the enemy to pick you off.

Personally I feel the spawns are fine, with the exception of Shipyard last part which allows resistance to occupy a "tower" that overlooks the objective, which cannot be entered or scaled by the enemy team.

Security tower also has some issues, but I think thats more as a map as a whole rather then a spawn issue.
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Spooky Angel
 
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Post » Fri May 27, 2011 3:32 pm

i 100% wouldnt mind to see something done about how the enemy respawns to make it more balanced. I dont like getting wiped every time their new spawn comes through.

I'm thinking if there were multiple spawn points, like, oh hey command posts, you should get to spawn there...

Some balancing...

Taking a command post means you get to spawn at a more strategic point on the map, be it closer, or even behind the enemy line.

To balance that, you would need to make it so that IF the command post was being taken, you couldnt spawn there until the person stopped. So you dont go and cap a command point, then instantly die as the enemy spawns ontop of you...

Some thought...

Might look weird. Your shoved back pretty far so you never see the enemy spawn, therefor you dont think about it. How are you going to make it so people arnt just poofing out of thin air? That would be cheesy...



This man speaks gospel with the Command Post idea. That's what I ORIGINALLY thought was 1 of the main points to capturing them entirely. Don't ya just LOVE running from the beginning Spawn ALL the way practically to there Spawn? That's a LONG walk my friends...

I really don't know why a Command Post can't be a Spawn Location? :brokencomputer:
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Davorah Katz
 
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Post » Fri May 27, 2011 10:41 pm

It would be nice to increase spawn timer to 30 second. it would leave time for reloading all the gun and maybe get some more bullet for the attacking team to defend against fresh from the grave player !

By the time you wipe an entire team , get the objective going, reload , etc... 15 second on a global cooldown isnt much. Sometime i die and reborn instantly !

I also though that everytime someone get kill it could add second to the spawn timer. It could make player life more valuable than run and gun !


It would also be nice to be able to spawn at captured command post with a 5 second invulnerability so people doesnt camp there !
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Latino HeaT
 
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Post » Fri May 27, 2011 4:09 pm

If command posts were spawn locations, the enemy could also use it. Or, they could just keep spawn killing you whenever you choose to spawn there.
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Roanne Bardsley
 
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Post » Fri May 27, 2011 5:06 pm

i think CPs should open spawn points, instead of being spawn points. the spawn should be very close, so that you can use the CP, or just have a spawn CP inside as well. when a CP is neutral, the entrance is closed, and when it is captured, the door(s) open and the turrets come online.

also, old spawns should stay active if you unlock another after completing an objective, unless of course you switch to a different part of the map, in which case that wouldn't happen. but like in CC, the first spawns should still be options after the crane opens.
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Jessica Lloyd
 
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Post » Fri May 27, 2011 6:04 pm

I believe the developers of the game wanted this to happen.
They state that this game is not for lone wolves and is based and dedicated to teamwork.
I didn't like the fact that no matter when I "died" I would respawn with everyone else at a given time. But now I can appreciate it. It allows me to spawn with different classes and on our way to the objective, use our buffs and skills to ready ourselves.

The A.I. in the campaign is also very predictable. They will always make a final push with two minutes left of the objective. Taking them out strategically has helped me a lot. I realized not to kill them all with one minute left, because they will respawn and come back strong in fifteen seconds in which they might push my team out of the objective and win the match.

If this game has any real point it would be this: big numbers wipe out the other team.
Coming to an objective with everyone on your team alive and buffed in sheer numbers will win. There is some tactics needed, but overwhelmingly, the most decisive factor is how many people are at the objective point.

I think having both command points at once should open up a new spawn point - but this has it's drawbacks too. I hate it when I am trying to get an objective and I feel like I am the only one planting a charge, or hacking a device and when I die, no one is around because they are too busy capturing command posts or building MG nests that are not needed yet.

If anything, I think I will post on the new ideas for perks this following segment:
What is the operative had a spawn grenade like in Killzone 2?
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jaideep singh
 
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Post » Fri May 27, 2011 8:44 pm



I'm thinking if there were multiple spawn points, like, oh hey command posts, you should get to spawn there...

Some balancing...

Taking a command post means you get to spawn at a more strategic point on the map, be it closer, or even behind the enemy line.

To balance that, you would need to make it so that IF the command post was being taken, you couldnt spawn there until the person stopped. So you dont go and cap a command point, then instantly die as the enemy spawns ontop of you...

Some thought...

Might look weird. Your shoved back pretty far so you never see the enemy spawn, therefor you dont think about it. How are you going to make it so people arnt just poofing out of thin air? That would be cheesy...



I totally agree with this. I have been thinking this since I started playing the game. Taking command posts really don't net you much gain at all if you can spawn from them.

Make it worthwhile to take over a command post. Other than getting XP for doing so there really isn't much of a need to capture one. I don't change classes mid-fight. Once I die I pretty much know what class I need. I don't get to the middle of the map and decide that I need to switch classes much at all.
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Sabrina garzotto
 
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Post » Fri May 27, 2011 10:55 am

It's set up to spawn in groups. I think that's a good decision. It helps support team play. Groups spawn together and can start the buffing.

A pip or two of health or supply is a pretty good reason to capture a command post.
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u gone see
 
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Post » Sat May 28, 2011 2:36 am

I was generally thinking of the single player AI's when I put this together. No doubt I need to modify my tactics a little to deal with the AI forces spawning tendencies and behavior. :)
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Claudia Cook
 
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