Denchlad 7 wrote:Heres a thought;
Why not flip the spawn point every 3-5 minutes?
By that I mean your teams MCC and Ground Spawn will swap to the enemies side every 3-5 minutes. So there is still a safe place to call in vehicles and setup a squad as such, it will just be at a different place at different times of the game. And if you happen to be in your Redline when the spawns flip, you've got 20 seconds to get out before you die.
Pros:
-Makes Redline sniping possible only for very short periods of time (as camping on a hive deep in the redline would no longer be viable), and encourages field sniping. Heavy suits with Thales/Symbs would be far less common, and Scout Snipers would become more common for mobility.
-Makes Redline railgun sniping possible for very short periods of time, forcing the tank onto the field. Glass cannon Sicas/Gunlogis would be far less common as they couldnt always roll back down a hill to cover, they may be forced into the open, and their low eHP and lack of regen would make them far more vulnerable.
-MCC Camping (or just sitting in the redline) would be impossible, as after at max 5 minutes you would commit suicide, and if AFK, would eventually be kicked from the game, allowing a player who wants to play into the match. Although camping would be possible on field, it would at least allow the player to be at risk of death.
-Redlining would be possible for at maximum 5 minutes, allowing outclassed teams in Skirmish/Domination matches a chance to get back into the game, bypassing poor matchmaking to reinvigorate games that would otherwise be a lost cause.
-Home/Enemy Home Points would flip regularly in Skirmish, making matches more tense, longer, and more entertaining.
-The main Domination point would be attacked from either side at any time of the game. If Team A travel South to Point A, capture the point, and push Team B, who would be travelling North, back into the Redline, the spawns would eventually flip allowing Team B to travel South and potentially capture Point A before Team A get back, allowing the match to have a bit more life. Even if it is a stomp, having a chance is far more fun than a game thats decided before its begun.
Cons:
-Swapping MCCs. More of a Faction Warfare issue than Public Matches and Planetary Conquest issue, but it applies to all three. If fighting in Faction Warfare for the State Peacekeepers, swapping to the Federal Marines MCC is illogical. If in a Planetary Conquest match for say, the Ancient Exiles, swapping to say, the Red Star MCC doesn't make much sense either. Nor does fighting for Ikomari-Onu Enforcement and then swapping to the Crux Special Tasks Group. As you can tell, with Racial MCCs, this is more of a FW issue, as Pubs and PC players wouldn't really be bothered. The only potential fix I can think of is when the Redlines swap, allow the MCC to be "recalled" with the same recalling animation as for vehicles, and then respawn the MCC at the other spawn point, allowing them to 'swap'.
-New Players not understanding the Spawn-Switching. They may spawn in, try and get a feel for the mechanics, and then be confused when their map goes red and the timer is counting for 20 seconds before they drop dead. Only real fix I see for this is an instruction about this in the ach ademy, so new players get the concept.
-The Broken Redline Timer. Lets say you spawn at your ground spawn to call in a vehicle. The spawns flip before you call it in. You have 20 seconds, which should be enough time, but depending on the RDVs deployment route, it may be longer. So you may need to abandon your vehicle and run to survive. The Broken Timer however, may say you have 8.5 seconds to escape, but in reality you have 2 seconds. This would need to be fixed (and really should be regardless).
What do you think? I'm pretty sure I forgot some of my reasoning as its approaching 3am but I like the principle.