View Full Version : Spawn Tube Teleportation
Ludio
2003-01-29, 06:58 AM
I looked in the official forum updates but I couldnt find this anywhere. Anyway, its a thread about teleportation and SmokeJumper responded to it, the interesting part is this:
There is an interesting mode of travel because of this though. You can go to any respawn tube and voluntarily deconstruct within that tube. At that point, you can respawn at any of your normal destination choices, thus abusing the rebirthing process and using it as a crude teleporter.
Here is the full link: http://boards.station.sony.com/ubb/planetside/Forum2/HTML/001868.html
Just some more info for all those Planetside addicts out there...like me...
Zatrais
2003-01-29, 08:32 AM
Cool, thats going to be usefull =)
Warborn
2003-01-29, 08:36 AM
Will make defense far more practical. People will be able to go into a spawn tube and teleport to an area under attack.
mistled
2003-01-29, 08:57 AM
Nothing like attacking a lone outpost just to find 100 guys inside waiting for you.
Da King
2003-01-29, 09:22 AM
:stupid:
:trrocks: :ncrocks: :vssucks:
Tobias
2003-01-29, 09:39 AM
Blow the gen, disable the tubes.
SmokeJumper
2003-01-29, 10:06 AM
In addition, your choice of respawns is not unlimited.
The choices are:
Nearest friendly AMS
Nearest friendly facility
Manual bind to an AMS
Manual bind to a facility
Sanctuary
Ludio
2003-01-29, 10:15 AM
Wow, my threads seem to attract SmokeJumper :D
Well that does limit the usefullness of spawn tube teleportation, but if defenders are binded to a base, and binded to an AMS in another base and then stayed at a third it would be like they were defending all three at once, which could reduce the need for transport.
Im sure there is probably a better use, but that was the most extreme case I could think of.
RageMaster
2003-01-29, 10:30 AM
Smoke, if you come back, can you say what is in place to stop people suiciding to prevent enemy kills or base take-overs, or AMS failures? Or whether there's the option to suicide?
The possibility a squad could co-ordinate an attack, and at one point when they realise they've all lost too many squadmates they can all suicide, and re-appear as a full unit once more at the AMS.
Or, if they get the call that the AMS is under attack they can all suicide-teleport (sui-port - lol) right next to the AMS to defend it. Or same with bases, if a squad has HART dropped to surprise, and they all "recall" back to a base to help defend...
... daunting. Thanks for all the info so far.
-RageMaster
Hamma
2003-01-29, 12:12 PM
Originally posted by RageMaster
Smoke, if you come back, can you say what is in place to stop people suiciding to prevent enemy kills or base take-overs, or AMS failures? Or whether there's the option to suicide?
The possibility a squad could co-ordinate an attack, and at one point when they realise they've all lost too many squadmates they can all suicide, and re-appear as a full unit once more at the AMS.
Or, if they get the call that the AMS is under attack they can all suicide-teleport (sui-port - lol) right next to the AMS to defend it. Or same with bases, if a squad has HART dropped to surprise, and they all "recall" back to a base to help defend...
... daunting. Thanks for all the info so far.
-RageMaster
First off there is no suicide key, you must kill yourself with a nade or weapon. I suspect if you do this frequently you will be penalized for it.
Navaron
2003-01-29, 12:15 PM
Maybe your respawn timer is "pro rated" if you die 15 seconds after you spawn, it ought to slap a 2 min "cool down" period bc you're either abusing the system, or you need to let go of your ankles.
txMaddog
2003-01-29, 02:09 PM
Which brings up the question...Do you get Grief points if you kill yourself???
ABRAXAAS
2003-01-29, 02:19 PM
good question ,at the verey least you should loose bep's and stuff
cause if you kill your self on purpose you deserve to loose points etc:D
Ludio
2003-01-29, 05:35 PM
I dont think that there will be a major problem, if a squad "suiports" then whats the big deal? Let them get back and defend their AMS, they allow the defenders to re-group while they do so, so it doesnt help either side more.
What if you accidently get killed by your own grenade? We all know that will happen eventually, so why penalize a player for making a mistake? Repeats just to teleport will probably be rare, you wont need to suiport to a nearby base/AMS just to do it again, it makes no sense.
Why would you kill yourself 15 seconds after respawning? That is what the spawn tube teleport is for. If you respawned 15 seconds ago, then you are pretty close to a spawn tube, so you can just deconstruct rather than suiport.
And what if a person respawns at their base and as soon as they exit the respawn room they are killed by attackers? 2 minutes of cool down time could mean the difference between keeping or losing the base, that sort of rule would effectively neuter the defenders advatage of being able to respawn at the same speed as the attackers, but close to the command console. There is already a base respawn timer so that if lots of people are dieing it takes longer to come back.
Oh, and I think this should be some more slang, "suiport", nice word RageMaster :D
Hamma
2003-01-29, 06:15 PM
I dont think you should be penalized everytime you kill yourself, either by accident or on purpose
However if people do it frequently, they should be penalized
RageMaster
2003-01-29, 11:57 PM
What I mean by the abuse of possible said "Suiport", you could potentially go to any of the 3 spawnpoints in your menu from anywhere on all 10 continents. If you were out in the field, or miles from anywhere, you could grenade-kill urself and spawn at any of those three locations.
You wouldn't have to visit a spawn-tube to deconstruct, you'd just grenade yourself and choose your respawn destination, which sounds pretty much like deconstructing but without having to get your character to a base.
I was just curious to how they were handling this.
-RageMaster
Toimu
2003-01-30, 12:07 AM
I just found a down side to being a MAX.
Unknown
2003-01-30, 01:37 AM
MAXs have "autorun" that lets them go almost as fast as a ground vehicle. So if you do get stranded far from friendly bases, while you may not be able to kill youself, you will be able to set in for autorun and make a bee-line to the nearest friendly base (or heck, even enemy base, nothing like a suicide run in a MAX to freak out the defenders ;)).
I think that killing youself to get somewhere is a perfectly viable tactic. However I am glad that they didn't include a suicide command. I actually kinda doubt we will see many suicides as it is anyways, you may not even have enough ammo to pull it off (no grenades, or not enough grenades, etc.). Also consider that there are no completely void areas for kilometers on end. Each continent may be large, but there are bases scattered all over them. I'd bet that the farthest you may ever be from a base is .5 km, at the most. Even if it's an enemy base you may as well make a suicide run at it, rather than kill youself. At least you might take someone down with ya :D.
Ludio
2003-01-30, 05:35 AM
I agree with Unknown on this issue. There is not much of a advantage to suiporting, and it is a viable tactic. Lets look at the possiblities:
Sanctuary: This isnt much of an advantage, just a convenience. You could just as easily log out and then log back in, but instead you can kill yourself and go back to the santuary for vehicles/HART transport.
Nearest Friendly AMS: This would be useless for any long distance transport not good for suiporting because there is no need. (exception is if the AMS is under attack).
Nearest Friendly Base: This could be usefull for going across the continent. Or if you want to get a vehicle for an assault.
Binded AMS: For defense this would be good as I said in an earlier post because you could put it in a base and bind to it.
Binded Base: Same as AMS except less flexible/harder to destroy.
So what will be 'abused' by suiporting? Nearest Friendly base, binded AMS and Binded Base. As I said, this could be used to defend three bases by a single force. I think it will be a good tactic.
RageMaster, why do you think it will be good across all 10 continents? If you want to go from one continent to another there are only three choices, Sanctuary (hardly an abuse), binded AMS (have to bring it to where you want it/pray it doesnt get destroyed), and binded base (you would have to go there first though). And what would the advantage be? Do you plan to attack enemy bases on other continents, while defending bases on another?
Also note that squads wont have to suiport, they can kill each other, so unless they make penalties for squadmates killing each other it would be tough to get rid of.
Please explain your grief with the 'abuse' of suiporting more clearly. So far the only argument which has made sense was the recalling to an AMS under attack, and I think that is a legitimate tactic. Besides, the people recalling would have to wait to respawn, by which time the AMS might be gone, and it gives the defenders time to regroup too so it doesnt give an unfair advantage to anyone.
Mazelmavin
2003-01-30, 05:49 AM
Now I am not saying they should punish or discourage "suiporting" (sweet word, btw), but if they wanted to I got a good idea.
Killing yourself is worth greif points. Mistakes are allowed, but still penalized.
Personally, I don't care either way. But if I can do it, I would rather move long distances as a ghost.
Tobias
2003-01-30, 10:24 AM
I think a good penaltie is that if you kill yourself you take 200% longer to respawn, that way if your just doing it to save time, you lose time. No soilder will willingly take their own life just so they can get somewhere faster.
RageMaster
2003-01-30, 11:33 AM
Tobias thats a good idea, I was thinking along the same lines. A respawn time-penalty would be cool for suicides.
The problem I have with suiporting is the whole idea of soldiers grenading themselves in game as a means of transport, because it would look absurd. I mean, thats what they put things like warp-gates, vehicles, the HART and all the other cool modes of transport in the game for.
I'd much preferr to see re-inforcements drop in to defend a base by Galaxy then to have them all materialise in the spawn-pod room, instantly. If I'm having trouble holding a base with allies, and I put the call out for my buddies currently HART dropping in for a commando mission, I'd much preferr they say "Cant, behind enemy lines ATM" then say, "Yeah, I'll start grenading the squad, be there in 20 seconds".
Similarly if my buddies were only a few bases away, I'd feel happier with the game if they had to drive / fly over to the base. At least put me on edge for the two minutes I'd have to hold the control panel with depleted numbers. It'd look much more slick, and less like a game. Suiporting would detract from the level of realism you need to keep you absorbed.
*edit*
Also, Ludio, Im not talking specifically about continent hopping. Single continents have alot of area themselves, enough to make suiporting more practical than driving or flying (cuz you dont need any vehicles or spawnpods to get to the locations on your Matrix list). Suiporting would be a way of circumventing the pre-req of having to be in your base to get to other locations. You could be anywhere, and still be able to get to your binded locations. You wouldnt need to 'deconstruct', it'd render it obsolete.
-RageMaster
Tobias
2003-01-30, 11:42 AM
Also I believe way back when i read something about it taking longer or shorter to respawn depending on how many people are spawning at that spawn point, like if you have 4 tubes and like 50 guys wanting to spawn you might be in for a bit of a wait. Make that 200% longer and spawning into a big battle might not be a good idea.
Adamant
2003-01-30, 11:03 PM
How many spawn tubes will each base have?
Ludio
2003-01-30, 11:31 PM
I agree it detracts from the realism of the game. And it would be cooler to have people have to fly/drive back rather than bind and suiport. However that said it is a game.
In the end it will depend on how realistic the devs want the game to be. I already think the matrixing makes the suiporting realistic, if a bit odd.
I wish SmokeJumper would give us some more info.
This does sort of end the debate though...just depends on the level of realism. Now, how realistic do we want/expect this game to be? :D
Hamma
2003-01-31, 08:02 AM
Originally posted by Adamant
How many spawn tubes will each base have?
Quite a few I'd imagine.
Unknown
2003-01-31, 11:33 AM
I was sorta under the impression that ther would only be 2 or 3 in a single room per base. How many spawn tubes did you see in a base Hamma? This is something I'd like to have asked at the dev interview tonight :D.
Hamma
2003-01-31, 12:25 PM
I think both walls in the room i was in had spawn tubes
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