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[Ignore Me] #1 | ||
First Sergeant
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Hey all, simple idea.
From the footage so far camping spawn tubes was done, and it'll be more common when people know it gets them easy kills. - Just human nature, happened in PS1. To address this: The drop Zone is HOT message could come up, showing you the area has enemy camping there. You could do this with color indicators on the spawn points instead - green clear, orange enemy close, red enemy there (Hot Drop). Taking a cue from Orange/Red alert in PS1 - could be expanded to galaxies/SL spawns as well. Serves the same purpose with colors or messages, whichever looks best. Last edited by Karrade; 2012-07-11 at 08:25 AM. |
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[Ignore Me] #5 | ||
Lieutenant Colonel
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This is a pretty clever idea. Maybe not for drop podding but for spawn rooms definately. They'd just need to set it up so that troops outside of/in the room trigger the color change and presto.
Maybe exclude cloakers from the detection though? To facilitate sneaking through a spawn room, assuming such is ever necessary. |
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[Ignore Me] #6 | ||
First Lieutenant
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There are some spawn points with one-way doors where the user is safe til they exit. And the variety of spawn locations in PS2 is huge IIRC: all active owned bases, galaxy spawn points, and dropping on the squad leader's position.
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[Ignore Me] #8 | ||
Captain
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I agree, it's a great idea.
Enemy presence in a specific area near the spawn point. For example, more than 2 enemies within the spawn tube room, or more than 3 enemies within 10' of the spawn room, etc. Last edited by Dagron; 2012-07-11 at 05:05 PM. |
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[Ignore Me] #10 | ||
Captain
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The warning could not only be triggered by enemy proximity, but also be somewhat indicative of what kind of resistance to expect, things like: recent activity, if there are lots of people or just a few (no exact numbers), etc. That way one person stealthed nearby wouldn't discourage everyone from spawning there, it'd just warn them to be careful. It could even disregard stealthed players (no warning if you don't know they're there).
I agree that depending on how it's done exactly it may be a little too effective or not effective at all, but i still think the general idea is good. Last edited by Dagron; 2012-07-11 at 05:28 PM. |
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[Ignore Me] #11 | ||
Sergeant Major
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I thought spawn rooms were supposed to lock out enemy factions?
Why not just keep that locked until the base changes hands, then prevent further spawning for the previous owner... I was under the impression that the rooms were specifically designed to prevent camping :- / |
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[Ignore Me] #12 | ||
First Lieutenant
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I would think you'd have a pretty good idea if you're likely to spawn into a "hot" zone. Are you coming in near an area of conflict? Then there is a distinct possibility it will be "hot". I declare this idea... UNNECESSARY!!!!!
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[Ignore Me] #13 | ||||
First Sergeant
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Basically it's to remove frustration, not a huge thing but a helpful thing none the less. Remove infil detection if that'll still be fun, and make it proximity based to the spawn point specifically.
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Close enemy proximity to the spawn point only. i.e the same room. Last edited by Karrade; 2012-07-12 at 08:06 AM. |
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