Jump to content
Sign in to follow this  
Titan84

[Suggestion]regarding Spawntime and Rallypoint

Recommended Posts

So since the wave-spawn-system doesnt help (imho) with Squadcoherence i would like to suggest another idea

 

300 sec respawntime wich starts as soon as you are downed
(not waiting and giving up instandly wouldnt be to benefical)

 

and now modified with some arbitrary numbers
     -30s if you go down within 50m of your Squadleader (downed or allive at the time you get downed)
     -10s if you go down within 100m of a Squadmates for each Squadmate (downed or allive) (max. -70 sec)

               (the whole squad should be covered even in a line formation if spaced out 10m each)
     -5s if you go down within 150m of any Blue with (downed or allive) (max -30 sec)
     -10s if you are near your own Flag (defendable and secure) for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m) or (whichever is higher)
     -10s if you are near aktiv attackable enemy Flag for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m)
     -10s if you die near your own FOB for each 50m with a max of 500m (-10 at 450-500m upto -100 at < 50m)
     +10s if you die within 30s after respawn (to prevent meatgrinder)(weares off after 2 minutes)

 

Worstcase: So if you are deep behind enemy lines, lonewolfing you´ll have to wait 5 minutes (for casevac or to respawn)
vs. Bestcase: But if you die while defending your FOB near your own Flag with the whole Squad nearby that would mean no spawntime at all

 

It should give an incentive to stick with your squad, to defend your FOBs, flags and supplylines, and maybe work with some bluesquads near you.
And it should give an incentive to wait at the rallypoint/FOB for your SL and to "rally" your Squad, because if you trickle in one by one everyone has a highter spawntime, as if you go in (and down) as a team.


If you find yourself alone behind enemy lines your main focus should be to survive and regroup, and not to go rambo and take as much with you as you can.

The point is not about the exact numbers but the general idea to give a spawntime relativ to your location (promoting squadcoherence and playing the objectiv)...numbers can always easily tweaked


(are there still flaws?... yes maybe...what is about the Logi-driver driving to main on a flaglayout where it is not quite suitable to follow the Flags?...dunno, maybe the enemy is also discouraged to roame behind your line as well? so it doesnt happen that often?)

 

 

And Now for Something Completely Different: just another rally-mechanism

 

SL can put down a Rally point, if
he has two Squadmates within 15m
no enemy are within 100m (or maybe 150m)
   -If there is an enemy wihin 100m he can retry only after 30s (to not use it as a foe-radar)


Rally becomes active after 5s (or 10s... or whatever )

 

Rally is inactive (red) if it is fired upon within 10m (suppresion range) (not spawning in Hot...but most likely enemy is within 100 or 150m anyway and Rally is overrun)
Rally is inactive if there are less than two Squadmates within 15m of the rally point.
Rally is active again after 10s (or maybe 5s) if suppresion stopes or there are two squatmates within 15m again.

         (just so that its not flashing from spawabe/unspawnable/spawnable...)

Rally disapear if any enemy comes within 100m (overrun)
Rally disapears if SL leaves radius of 15m of the Rallypoint or gets downed.

 

but SL can place a new Rally after every 20s (or 30s..or[...]) (so you can somewhat rally while the Squad is on the move (with little breaks but not during  full charges))


Imho the Rallypoint sould not just be another Squad-exclusiv Spawnpoint but a tool for the SL to rally his Squad fast and quicker as long as it is off combat.
No more Squads dribbling into the meatgrinder one by one (or two). And an incentiv to break contact regroup and retry.

 

Again, this are just some arbitrary numbers, which could be tweaked.

 

TL&DR: Spawntime depending of your actions and a faster but nonpermanent Rallypoint

Share this post


Link to post
Share on other sites

I like the wave spawn system because Sl can tell the others hang on a second until the new wave comes. It does keep the squad together idk what experience u have but it works great if u give the orders. 

RP depending on your actions would actually get back into meatgrinder because everyone would  spawn at a different spawntime which is what we had  since no one dies at the same moment.That was really bad mechanic but i agree it should get overrun when enemies are within 100m. Instead what i would like to see is to spawn  right after Sl puts  the rally instead of waiting 1 min since it delays the whole squad waiting for the guys to spawn.

Share this post


Link to post
Share on other sites
1 hour ago, maze2 said:

I like the wave spawn system because Sl can tell the others hang on a second until the new wave comes. It does keep the squad together idk what experience u have but it works great if u give the orders. 

Unfortunaly i didnt made that experience, yet. Well in an ideal world where every SL allways gives this Order and where every squatmember allways follow these Order, i think you woulnd even need spawnwaves to stick together. Everybody just spawn in as soon as the SL gives the command. It works great if you just play in a Clan or with friends in your Squad, but not to well on public-server.

With the suggestion in question you can still order your Squad to hold there spawn, (or wait at the Rally/FOB/Main) it wouldnt be any change, if they follow order.

1 hour ago, maze2 said:

RP depending on your actions would actually get back into meatgrinder because everyone would  spawn at a different spawntime which is what we had  since no one dies at the same moment.That was really bad mechanic but i agree it should get overrun when enemies are within 100m. Instead what i would like to see is to spawn  right after Sl puts  the rally instead of waiting 1 min since it delays the whole squad waiting for the guys to spawn.

With RP you mean spawntime I assume? (otherwise i coulnd make a sense out of it)

Well supposing that they all fight and died in close proximity, they will all have the same spawntime + time between first and last man downed right?

If you dont wait for a squatmate and you die allone your own spawntime will increased by... lets say 10s (vs. with one mate nearby).. that means if you wait 10s for each Squatmate the time waiting (dead vs. for your mate) is equal.

So if a whole Squad died within 100s (10 times 7 (for each other SM) and 30 for the SL) of each other they still are equal in total waiting time.

(If your SL orders you to hold spawn and you end waiting 2 Waves its not that much faster)

 

if there is more time between first and last downed hold on ...aktually you dont need to wait for the last guy to spawn, but the SL and two guys can move out and allways place a new rally (every 20s + 5s waiting Time) if the next guys spawntime is up and he will be there immediately (instead of up to 60s later with waves) after another 25s (as said arbitrairy numbers could be 15 or 10 if it doesnt get to spammy)  the next rally is spawnable etc... (thats why i suggested both in the same thread)

 

(as said numers are arbitrary ... 10s for each SM is not enought to encourage sticking together? ... make it 20 etc.)

 

 

Share this post


Link to post
Share on other sites

Current Wave spawn system makes finding enemy rallies in the field harder, people used to walk directly to the flag one at a time. So you would just connect the dots, collecting kills until you found the spawn.  Now they tend to move apart as they walk in and the frequency is reduced. When you do find the rally you can't just pop one guy at a time, you need to pop several. Much more challenging(fun).

 

I'd like friendlies/squadmates near a spawn point to reduce respawn time. This will help bring squads closer together. 

 

eg

  • A spawn wave spawns 2 guys at the rally. 
  • 6 other guys die soon after the wave. They would normally have 60 seconds wait.
  • Because the first 2 guys are there the wave timer is reduced to a max of 40 seconds.
  • 2 guys stay at the rally to keep the timer down, if they left it would jump up 10 seconds for each player.
  • These 6 other guys spawn making the total within range of the rally 8 players. 
  • Last guy dies and instead of waiting for the spawn timer he is allowed the minimum spawn time, eg 30 seconds.

 

Of course all the numbers can be adapted. The standard rally spawn timer could be increased a lot. eg 120 seconds. By working as a team the squad can reduce the spawn time by sticking near their rally. Then they move off as a wave. The maximum time reduction could be achieved by a low number of players eg 3. Range to reduce should be sensibly high, standing in a 15m radius of your teammates is usually stupid. 

Share this post


Link to post
Share on other sites
On 23.1.2019 at 2:40 PM, Titan84 said:

300 sec respawntime wich starts as soon as you are downed
(not waiting and giving up instandly wouldnt be to benefical)

 

and now modified with some arbitrary numbers
     -30s if you go down within 50m of your Squadleader (downed or allive at the time you get downed)
     -10s if you go down within 100m of a Squadmates for each Squadmate (downed or allive) (max. -70 sec)

               (the whole squad should be covered even in a line formation if spaced out 10m each)
     -5s if you go down within 150m of any Blue with (downed or allive) (max -30 sec)
     -10s if you are near your own Flag (defendable and secure) for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m) or (whichever is higher)
     -10s if you are near aktiv attackable enemy Flag for each 50m with a max. of 500m (-10 at 450-500m upto -100 at < 50m)
     -10s if you die near your own FOB for each 50m with a max of 500m (-10 at 450-500m upto -100 at < 50m)
     +10s if you die within 30s after respawn (to prevent meatgrinder)(weares off after 2 minutes)

This will just incentivize squads to clump up for no discernible strategic or tactical reason, which is a negative reinforcement. The "near FOB/Near Flag" suggestions I think would also serve to restrict the viable strategic and tactical options. Your suggestions also heavily dissuades smaller squads.Overall, your suggestions would incentivize squads making sub-optimal strategic and tactical choices to reduce their respawn time, substantially reduce the viable play space on the map, limit the viable strategic and tactical options available to the team, and cause more manpower waste than is already the case in the game.

 

The Rally Point stuff is just a jumbled mess of complicated rules that should have no place in a game that is already overly complicated and is in need of streamlining.

Share this post


Link to post
Share on other sites

I would say the rally system wave spawn works well apart from the timer giving players more incentive to giveup so they dont miss the wave.   I dont really get the reasoning that 'single spawn' run from rally until its used up vs a few spawning in on a wave does more harm to squad cohesion?   Whats better, to spawn with a group or just give people the choice to spawn in on their own ..oh and take the last spawn on the rally... 

 

I would suggest that the SL makes a decision to start the timer rather than it being automatic.. he then controls the reinforcements and of course it 'might' stop the give up to get the spawn where the SL sees there is a medic available to revive players ...also could force the squad to use another spawn where necessary and avoid the usual 'oops I spawned on the... ' scenario

 

of course you would still get the wise guys 'read selfish twats' who would give up right away and start badgering the SL... I would just kick them ...

Edited by embecmom

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×