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PSU: Puts The Fun Back In Fundamentalism
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2012-06-21, 12:19 PM | [Ignore Me] #46 | ||
Private
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I think 10 seconds is fine. I think 3 seconds is fine. The real "delay" between getting people back into the fight will be determined by spawn point location.
Having a Galaxy parked nearby will be crucial for quicker re-entry into battle, as will squad drops (which should and I believe do have cooldowns on them currently). I'd rather people be hoofing it on foot or looking for a ride in-game then staring at a screen and a timer. And to say that the game won't be popular with delays between intense fighting? Counter-Strike had players wait until one team won or lost. World of Warcraft had plenty of time running back from wiping on raid bosses. So no, 3 or 15 seconds really won't matter much... I think it should be low delay after death, but then you have to figure a way to get back in the fight. |
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2012-06-21, 12:28 PM | [Ignore Me] #47 | ||
First Sergeant
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I agree on having a cooldown after using it but there should be a bit of a wait before you can use if after you die, otherwise you practically get one instant spawn (which can be directed to a desired location) every few minutes when you die. Having a 20 second squad spawn timer when the cooldown is ready would counteract this.
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2012-06-21, 12:33 PM | [Ignore Me] #48 | |||
Second Lieutenant
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Also, spawn timers mostly affects the attackers, as their logistics in the battle usually is far more complex. Having the same timer for everybody at all times, I think would force a more "tactical" approach for both the defenders and attackers. At least players will have to think a little if the age old tactic of throwing troops into a meatgrinder for hours doesn't work like they want to.
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2012-06-21, 01:29 PM | [Ignore Me] #49 | ||
Corporal
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Dying is a compounded penalty....
Assuming the players is always proactive on the battlefield then death has several penalities..... 1. TEAM - Being dead you are now a burden on your squad who may, or may not be burdened with the effort reviving you. 2. TIME - Being dead you are now ineffective on the battlefield for the duration of your respawn timer(modified by certs?). 3. TRAVEL - Once you respawn you still have travel time to consider(modified by certs and proximity). 4. RESOURCES - Having respawned you have also placed a burden on resources, if not only via personal points gain which helps your team, but by the possibility of utilizing faction resources. Is a basic 10 seconds long enough for a standard respawn? I don't know. But I do have faith that multiple deaths will be inherently bad without, or even with, any possible certs that may speed the process up or make "zerg"-like regeneration tactically advantageous. FWIW I do think PS2 will play faster, more tactically, than PS1 did. Even from a geographical aspect, gettimng into the fight will be far more efficient,....making combat that much more immediate. |
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2012-06-22, 01:26 PM | [Ignore Me] #51 | ||
Private
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I don't mind a longish spawn time as long as you can skip kill cams and change your equipment, view the map, change settings, chat etc while waiting. I also think that the spawn on footholds (uncaps) should be very quick/instant but there is a short time taken from the spawn point to get outside. even if you are just sprinting to get out of the base its more enjoyable then sitting at a menu screen. And since enemies aren't aloud inside it wouldn't really harm gameplay just allows players to have more time running around.
Also I think that games should definitely have a good skill gap but punishing people who die too much with longer respawn times is NOT the way to go about it. this would make people want to do risky things less. Instead of promoting team play it will harm it. People won't want to risk their lives repairing a vehicle, capturing a objective etc. On the other hand though they would be less stupid and play more carefully, but they already get punished by death there really isn't any reason to add salt to the injury plus i think people would rage more. Last edited by Trignite; 2012-06-22 at 02:04 PM. |
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