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Old 2012-10-27, 02:00 PM   [Ignore Me] #1
Ravenclaw
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Incremental re-spawn timers


Currently the fast respawn timer is good for keeping the flow and fun of battle, but bad for tactics and teamwork, it encourages zerging and solo runs.

Suggestion:- Incremental Re-Spawn Timer

If you don't die very often, or simply have a good medic with regular revives, then you will enjoy the benefits of very fast re-spawn times.

However if you rush, die, re-spawn... rush, die re-spawn frequently, then the re-spawn timers will slowly increase, if you keep it up too long you soon be waiting for a very very long time to re-spawn.

Naturally, the timer will decline over time if you start dying less, control of bio-labs could also increase speed of this decline as it handles the stress of repeat deaths much better.

.

Benfits:-

Encourages people to work as team, wait for medic support if they think they are near.

Encourages tactical play, taking cover, thinking about survival not just your next kill.

Give a way to wear down a enemy, be it attackers or defenders.

The really bad players who lone gun and never listen will be out of action and not bothering you as much.
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Old 2012-10-27, 02:49 PM   [Ignore Me] #2
WiFiN
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Re: Incremental re-spawn timers


Good idea, would help to deal with those sunderer-fueled zerg flows.

Would make another reason to cut enemy territories from their front (enemy-surrounded territories should inccrease the respawn times even faster)

One note - this should not affect warpgate spawns - I don't want to sit infront of the deployment screen just waiting to play.
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Old 2012-10-27, 09:14 PM   [Ignore Me] #3
Ravenclaw
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Re: Incremental re-spawn timers


Originally Posted by WiFiN View Post
One note - this should not affect warpgate spawns - I don't want to sit infront of the deployment screen just waiting to play.
I totally agree with that one too, spawn to warpgate shouldn't factor.
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