Zero Harpuia
Maverick Conflict Solutions
422
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Posted - 2012.09.16 06:01:00 -
[1] - Quote
When we spawn or spawncamp, we take a risk. Some people will quickly shore up one side or the other, but risk, no matter how small, is still risk. What can we do to make these risks feel more pertinant to both sides? Let's get our thinking caps on.
FIRST IDEA: Spawners appear inside a closed area, like a building. The area CAN be infiltrated by the enemy team. Said area has Logistic modules running, such as repair tools, nanohives, even remote armor and shield hardeners(I AM AWARE THESE DON'T EXIST, BUT IT IS BETTER THAN SPAWN INVULNERABILITY). This makes those directly spawning less applicable for instant death, while allowing coordinated teams to maintain the pain.
For the offenders, we will have this: defenders CAN run back into the spawn for Health and Ammo, but not only can you chase them in, but this leaves the point open for capture. When the point is in transition(the bar for side change is being filled), the Logistics in the spawn room cease functioning, and the enemy will either spawn as they do now (randomly around the point) or just be unable to spawn at a transitional point. Also, all players inside a spawn room of their enemy WILL be flagged on the map. Of all places, the basecamps of the mercenaries should have basic CCTV monitoring at minimum :P |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.09.16 16:28:00 -
[2] - Quote
RedBleach wrote:I disagree with the idea in general. Are you talking about making the basic spawning areas able to be taken or just a point like A, B, or C. Perhaps I disagree because you haven't described it enough for my mind to grasp what you are wanting to say. Also, are the logi's holding the spawn areas? or is it just an Auto Buffer area?
An AoE around the spawn. The spawn is a large enough building to comfortably fight in, and has multiple entrance/exits. I was going to say it had autocannons on the outside, or maybe player controlled cannons, to prevent vehicular camping but it felt like a bit much. Also, yes, it is a spawn conjoined to the objective points, but far enough away so you can't directly shoot at the point from the safety of spawn.
Also, to 'First idea, why not then just camp outside the building? Park a tank, jump in a dropship and rain down on people. Snipers watch alternate doors, etc. Second idea, why would you do that??'
Tanks would die horridly trying to camp this kind of spawn due to numbers, fitting changes, and the fact that tanks have to keep moving to stay alive. Dropships can't camp because they aren't made for combat; between the low HP and the (newly nerfed) small turrets, it would die within seconds. Finally, the snipers would have to be both good and have sacrificed most of their fitting to carry suh a powerful rifle, and even then they'd have to wait for the target to leave the door before the harderner effect wore off... and finally, and this is important, so I'mma bold it, if the spawn is being camped that hard and no one has tried to capture the point, then the hell is wrong with your team? |