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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.12.24 09:24:00 -
[1] - Quote
EDIT: Another solution would be for players to be their own spawn bases. Players on the same team could being initially be spawned as a big group, and all following spawns could be in the largest group of friendlies that are furthest from enemies. Protection in numbers, let your team be the spawn point.
When Ambush was tried with MCCs in the game mode variation event, I thought it was pretty good. Might not be perfect, but would prevent spawning next to enemies. MCCs or some other kind of spawn bases might be an improvement to the current system. Multiple safe spawn points would be needed to prevent base camping, so not just an MCC would suffice. Each team could just have 2 (or more) spawn buildings inaccessible to the enemy, similar to how MAG did team deathmatch. Perhaps some special CRUs covered by an energy bubbles that no one can shoot in out of, and no one can reenter after exiting.
This alternative might be easier than fixing Ambush spawns considering CCP already tried to fix it. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.26 09:11:00 -
[2] - Quote
Anyanka Shadowmane wrote:What about 2 spawn bases on opposite sides of the battle field? So one team is N/S and the other is E/W? That should help prevent redlining, which might become a problem if we have spawn bases in ambush. I like that idea |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.01 09:58:00 -
[3] - Quote
Any more thoughts on this? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.02 06:59:00 -
[4] - Quote
Energy bubbles as bases would work. Can't shoot in or out of one, if you leave you can't come back, if any part of you (like the tip of your gun) leaves the bubble then you will be pushed out. If people are camping outside, you can call in vehicles, or wait for other teammates to spawn to help push back the enemy. You could access a supply depot to get your super heavy fit to clear the enemies. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.04 10:41:00 -
[5] - Quote
Anyone else want come cool scifi bubbles base? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.16 04:29:00 -
[6] - Quote
Does anyone else have a better fix for Ambush? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.16 08:43:00 -
[7] - Quote
Chosokabe Ite wrote:How about we have random spawn points on two sides of the map, each side has a cluster. Players will still spawn scattered around but not all over the place where spawn kills will most likely happen. And if one side is overrun, the spawn clusters switch sides to further avoid spawn killing. Now the team who's spawns are being overrun is spawning in the area where their enemy started from and the vice versa.
Thoughts?
That could work. I read this post on a thread in the general section recently about spawning players in groups of friendlies. I think that would really help also. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.25 21:37:00 -
[8] - Quote
Solutions are solutions. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.29 01:43:00 -
[9] - Quote
I find the Ambush variations with spawning on opposite sides of the map extremely boring, but that could be because I only experienced them on the larger maps where lots of walking is needed to get to the action. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.31 03:12:00 -
[10] - Quote
Seems like regular Ambush is using the new spawn system on the edge of the maps: boring OMS ambush uses the old messed up spawning system: clusterfuck |
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