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Old 2011-02-18, 01:36 PM   [Ignore Me] #46
Robert089
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Re: Spawning Suggestions


I sincerely hope the sanctuaries are not removed. We need a safe zone from which large assaults can be organised.

One of my favourite ideas for spawning is giving squad leaders a beacon, perhaps a command ability where they can call in a spawn point, similar to a HART drop pod with equipment terminals attached.

The whole squad will be bound to the point when it is called in.
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Old 2011-02-18, 01:56 PM   [Ignore Me] #47
brinkdadrink
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Re: Spawning Suggestions


I have never really had a problem with spawning. I loved planetside for the teamwork. if you didn't work together you wouldn't get nearly as far. This is not always true but when you played with a good squad you would last a lot longer (i was the adv med). I liked the fact that you had set spawning locations. Even the ams you knew that if a group of people were coming from a new direction there was a single place they were spawning from. When you start to add in the fact that people can spawn out of thin air like a squad leader spawn it changes everything and doesn't have a set structure. I love the idea of a squad spawn point that you can make. my personal thoughts you would need.

-A Squad leader with a certain CR can have a peice in his backpack to put down
-Adv med would have to use up his med equipment by shooting it with med gun
-Adv eng uses up eng equip by shooting with eng gun
-Has to be outside of the base
-No cloack
-Size i would say would be like the router teleporter pad
-Doesn't show up on radar automaticly
-Can be within enemy SOI but still a certain distance from the base
-Squad only so if a platoon of 3 squads means they need to set up 3 camps
-Can get equipment but no max suits.

Because it is a camp and can be setup stealthy is should be vulnerable.

The fact that it takes 3 people to set up makes it harder for it to happen and easier for it to be spotted like the ams. It is a set spot that cant but moved and a cool down timer for the squad leader to get the piece again. I think this type of spawn point would promote more team work and needs effort to be put into it to get a reward. So if you die and spawn right back you put the effort in before hand so you dont have to start so far back.
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Old 2011-02-18, 01:57 PM   [Ignore Me] #48
I SandRock
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Re: Spawning Suggestions


Originally Posted by 0Shadow0 View Post
I sincerely hope the sanctuaries are not removed. We need a safe zone from which large assaults can be organised.

One of my favourite ideas for spawning is giving squad leaders a beacon, perhaps a command ability where they can call in a spawn point, similar to a HART drop pod with equipment terminals attached.

The whole squad will be bound to the point when it is called in.
To me it might signify a 'win' condition. Capture a person's home continent and you win. Resetting the map.

OR

You simply have one base on your home continent which functions as a sanctuary. You can't have that base be taken. Rather than have sanctuary on a separate zone.
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Old 2011-02-18, 02:55 PM   [Ignore Me] #49
Wrath
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Re: Spawning Suggestions


Originally Posted by I SandRock View Post
To me it might signify a 'win' condition. Capture a person's home continent and you win. Resetting the map.

OR

You simply have one base on your home continent which functions as a sanctuary. You can't have that base be taken. Rather than have sanctuary on a separate zone.
at a guess i'd say they'll still keep nuetral places for people to go to check certs, do equipment stuff like that just do away with the zones on the planet

logical step for me would have people spawn on orbiting space stations they can do what they like then no need to wait for a shuttle just go into a drop pod down to the planet.

but i'll miss the sanctuary it was always a good place to regroup an attack had staled on a conti the CR5s would call for a regroup at sanc we'd go back kit up form up and all move out together to another target .
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Old 2011-02-18, 03:20 PM   [Ignore Me] #50
kaffis
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Re: Spawning Suggestions


Originally Posted by Miir View Post
  • Fight and hopefully your squad gets back before you die.
  • Get killed and respawn regroup. (quickest)
  • Run back to the spawn point and regroup. (more running up to 20 minute now for Manitou)
  • You wait at the spawn point for your squad when you die the first time then move out as a team. (boring)

I think most people take the first option. But usually that results in your dieing again and you are still potentially not with your squad.

All the other options have down time while waiting or running to hook up with your squad. If you factor in everyone in your squad has similar issues...or even that some people may run into trouble on the way back. You could potentially always be waiting for someone.

That is what takes the time assuming you want to play "together".
Pardon the trimming. Anyways, no, I do understand those situations, and I agree that something could probably be done about them.

Before we saw a "spawn on squad leader" option, though, or a beacon, or whatever, I think I'd rather see something that allowed your squad to hold a position in order to bring you back into the fight with them faster.

The stuff people have suggested in this thread makes me concerned that losing the teammate isn't, well, slowing down the squad any. He just clicks "spawn on the beacon my leader just placed" and he's right back there. Why did I bother killing him again?

How about this: scattered around, but not inside excessive defenses, we'd have single spawn tubes. These would be more accessible than the actual respawn room, and have no equipment terminals. If you don't have an adv. medic (why doesn't your cohesive squad that wants to play together as a team not have a medic, again?), you get your hacker to hack a tube for you, which you can then select so long as somebody with a CUD is in close proximity to the tube to "authorize" your respawn redirection to the non-standard spawn tube. It's a longer spawn time than the other options available to you, but, hey, it puts you right back with your team, right? So long as they hold the position and defend the guy hacking the spawn tube until you spawn, yes!

Now, the team who managed to kill one or more of your guys has benefitted from it: they have forced your squad to stop its progress and remain stationary in an only lightly defensible position. Your squad has to earn the chance to respawn you nearby; they have to defend the guy hacking it for the minute or whatever it'll take to respawn you. And they've also forced you into standard armor without replenished ammo, at least until you can find an equipment terminal to hack. But it's still a way for you to rejoin them in an advanced position.


Note: if you want to do this in a friendly SOI, the hacking is not necessary, but the spawn time is similar. Somebody with a CUD just needs to "authorize" it.


I think that idea is a better compromise between getting people back into the action with their squad with less downtime, without trivializing their death.
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