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2011-02-17, 10:52 AM | [Ignore Me] #1 | ||
Contributor Old War Horse
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I am shamelessly stealing this idea/concept from Miir.
What kind of spawning options should they implement in the new game?
Discuss!
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Manitou "On the plains of hesitation lie the bones of countless millions who, upon the dawn of victory, sat down to rest and resting, died." <))>< |
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2011-02-17, 11:00 AM | [Ignore Me] #2 | ||
Corporal
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Neither one of those options sound good to me. If you are a sniper or a hacking under cloak and your trying to be quiet the last thing I would want is for my team to spawn on me and give up my position. Plus I can see people abusing this.
The medic doesn't sound so bad, but I can see this getting overwhelming. I currently like the way spawning works. I believe since they wont most likely have Sanctuarys that they need to change a general entry to a planet. |
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2011-02-17, 11:03 AM | [Ignore Me] #3 | ||
Major
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An i'll just cut this from the other thread then.
In Battlefield 2142 the squad leader could drop this beacon on the ground where all his squad members could choose as a respawn point via orbital drop pod. It worked pretty well but then that game was 64 players max so scale was different. Thing is I very much like the AMS. An a large part of the battle in Planetside is about control over places to respawn when it boils down to it. So letting people respawn all over the place willy nilly has to be done carefully cause this ain't COD. Both Headshots an respawning on Squad Lead may just not belong in Planetside though I could see at least giving the latter a test run in Beta to see how it goes. Oh an that thing about a Infiltrator not wanting squad members to spawn on him is funny cause that was a problem in BF 2142 actually. If you were a Sniper SL that would totally screw you over when two nublets spawn next to you an attract attention of a Tank an your Sniper tower gets asploded. |
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2011-02-17, 11:33 AM | [Ignore Me] #4 | ||
Contributor Old War Horse
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All of these critiques (and they are good points) can be handled by reducing the spawns to a certain pool with a cool down or using up beacons in your pack, etc. This would prevent the eternal spawn in the generator room, etc.
Also, you can limit it to medics in REXO to prevent the cloaked spawn thing.
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Manitou "On the plains of hesitation lie the bones of countless millions who, upon the dawn of victory, sat down to rest and resting, died." <))>< |
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2011-02-17, 12:05 PM | [Ignore Me] #7 | ||
Lieutenant Colonel
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In my upgrade project I have medics able to deploy respawn points from their inventory. These Medical Stations would be relatively large and wouldn't have a cloak.
Spawning on squad leaders in BFBC2 was bearable, but I hated it when you opened fire on someone just to have a couple of their buddies pop out of thin air next to them (even if I did manage to kill them as well ). Medics would get this spawn point with advanced medic. |
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2011-02-17, 12:09 PM | [Ignore Me] #8 | ||
Colonel
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Beacons, totally. Would be a good command ability.
Rules i would put on it.. Spawns with CUD. Has a 10 minute cooldown. Only works if placed before someone dies. Works for the squad leader as well. Only spawns you with your previous loadout. Its not horribly OP like straight up spawning would be.. The beacon could be destroyed, and the fiery trail keeps it from being done covertly. The real question.. Would it allow maxes to spawn? Theres no logical reason it wouldn't. But... |
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2011-02-17, 12:13 PM | [Ignore Me] #9 | ||
Malvision
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Beacons would work for me...
I'm not against the AMS either as a forward mobile spawn point to fall back on once your squad leader or beacon is not available anymore. Same with towers or bases for that matter. I just find it annoying to have to run back to the fight each time I'm killed. Easy fix to that would be not to be the squad leader or maybe have the option to disable it for those roles? |
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2011-02-17, 12:28 PM | [Ignore Me] #10 | ||
Private
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I'd be happy sticking with the status quo. In my opinion its not needed, and I can't see it bringing anything new to the game.
Take Squad Leader spawning for example. All that encourages is SLs to hold back and act as a spawn point for their guys, when their main role should be leading. I'm not sure if any of you are familiar with a mod for BF2, Project Reality. But these guys took out SL spawning and the result was far more tactical gameplay, the team actively moving up to support one another, building firebases (their version of towers I suppose) to allow the team a base before moving up once again. I could see SL spawning, and to a lesser extent this beacon idea making each squad less dependant on the team, and promoting a sort of whack-a-mole style gameplay. I could see a beacon being used in other senses though. Say a platoon/outfit could set one up, with some organization, and it allows you to HART into locked conts, or SOIs or the like? |
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2011-02-17, 12:33 PM | [Ignore Me] #11 | ||
Corporal
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You know what might be color then a SL spawner or even a beacon is an air-ship spawner. Something a little larger then a lodstar that can spawn troops inside the hull of the ship and allow them to get their equipment then drop in a HALO jump. Then you could even limit it to a certification access level of cr 10 or something plus previous airsupport cert. It could include things like area radar, cloak, and gunports for protection.
Last edited by Valverde; 2011-02-17 at 12:35 PM. |
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2011-02-17, 05:04 PM | [Ignore Me] #12 | ||
Corporal
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i like the spawns the way they are but with no sanc you know there are going to have to be some changes. beacons would have to be implemented in a way that solo players could use them also. i imagine there will be an option something akin to spawning in the hart and picking where you drop.
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2011-02-17, 05:18 PM | [Ignore Me] #13 | ||
Sergeant Major
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I liked the BF2142 beacon the most too. It should make a bunch of noise and perhaps show up on the radar as a trade off. I think spawning on team leader is too open for exploit. For instance, you just stealth into the generator room as infiltrator, let your entire team commit suicide or just get killed and respawn on top of you. Though the same could be done with a beacon... Unless you make beacon only deployable outside ^^
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2011-02-17, 06:00 PM | [Ignore Me] #15 | ||
First Sergeant
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I am of the firm belief that spawn points should always be stationary at the actual time of spawn, a.k.a a deployed AMS. So, I hope that if the galaxy is a spawn point, it would only be so when grounded and "deployed" in some way. However I think that would remove the whole point of using a galaxy as a spawn point, as you could just use an AMS though it would of course, not be as quick over long distances. Galaxies are also very high profile, high priority targets in many cases.
I think a beacon would work well in conjunction with command rank. A more defensive/command-ish ability than straight up OS and EMP. I agree that such a device should require a CUD, with the deployer being in the SL position. Only deployable outside, without cloak as others have said. Another thing that I think would be pretty cool would be the addition of firebases as deployable "structures." All the basic tools are already in supply in PS. Man-able turrets, automated turrets, shields, barricades, etc. I would like to see a condensed conglomeration of those things, which would create a small defensible base in the field. Perhaps these could incorporate spawn points as well? Because the end result would be relatively large and useful, I would think that maybe several soldiers with the correct certification would be necessary to construct one. It could even be an upgrade for an AMS in the same vein as base wall turrets, making it immovable but more useful in many situations. |
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