Zin Suddu
DUST University Ivy League
3
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Posted - 2013.02.14 01:47:00 -
[1] - Quote
Disagree. -1
Not sure about this one guys. On the one hand yes it makes absolutely no sense lore wise for players to be able to appear from thin air at the site of a Null Canon which has - as far as I know - no wormhole technology encorporated into it's design. As far as I know. Yes it is annoying to be within inches of cap'ing a NC only to have an enemy player spawn on the capture point and riddle you with bullets. And yes the tactic of spamming cap spawn to drive the opposing team back into the red is a pain, though not an insurmountable obstacle in the least.
Conversely, however, without the ability to cap spawn travel times over the sometimes massive maps would become a problem in and of itself. Though you could argue that the use of CRU's and LAV's would mitigate this, the problem still remains. After all CRU's are not indestructible - at least they weren't the last time I played - and even if they were you would still end up with the blob/rush mechanic with clusters of players fighting over CRU's instead of NC's. Also keep in mind that you can only spawn on CRU's that you currently hold so having more CRU's neither adresses the issue of Redlining or Cap Rushing. In a worst case scenario an enemy team suitably organized could force there opponents into a tight spawn camp and destroy any remaining CRU's on the play field leaving no possible way for the opposition to spawn from anywhere outside of the MCC. One could try to use vehicles to escape that predicament but it only takes a handful of players with swarm launchers to ruin that plan, and even if they did manage to escape without the ability to spawn on capture points and with all available CRU's out of commission the only hope the escapees would have for victory would be strategically placed Drop Uplinks. So the argument then becomes a question, what's the answer?
I think the long and short of it is that Cap Spawns are ugly but a necessary evil to keep the game balanced and fun. Yes all of the issues that come with it are irksome but without it the game might become less fun. Nobody wants to run a marathon to get to the fight only to get shot in the first few seconds, or so, after getting there and have to do it all over again. Nobody wants to be four bars away from a cap just to have an enemy battalion spawn right next to them and steal away victory. What's the answer?
For my part I might recommend that instead of just popping out of thin air at NC's players have to que up in the MCC and take an RDV from there to the cap point. I know it could be argued that that's what Dropships are for but you can't always guarantee that one will be available in the field. Well not at least without making them free, or very inexpensive, and once you do that...oh shenanigans! I can see drop ships falling from the sky everywhere shenanigans!
Besides the RDV idea is more sound, a small troop carrier peels off from the MCC flies through the combat zone through hails of missiles and bullet fire - all which can effect the ship, even blow it up - before it stops a short distance away from the NC and deposits ground forces ready to assault or defend the selected position. Of course it might be best to only allow these transports to carry troops to allied NC's only as such a system could be quickly and easily abused, and allowing them to fly to any point would render the use of player owned dropships null. But you could rectify that by treating RDV troop deployments as the poor mans drop ship. I.E. RDV's cannot be equipped with weapons, only fly to NC's held by friendly forces, are vulnerable to attack, can only carry X amount of troops (less than a drop ship, perhaps only a squad), do not deliver forces directly to capture points, only nearby.
A system somwhat to this nature may help allieviate some stress caused by cap spawning by giving infiltrators a little time to see the enemy coming as opposed to the enemy just suddenly being there. Add in the ability to RDV to a pre determined set of randomly selected LZ's on the battlefield and you can even allieviate much of the stress of redlining by providing another means of "Access" to the combat zone beyond red zone itself. Include the option for players to debark/evacuate in case of emergency and you lessen the chances of people feeling cheated if the opposition shoots down their RDV. This solution also adresses the lore hole felt by some players by illustrating that, no players aren't spawning from thin air, they are arriving via transports, although this is a minor consideration at best.
A simpler solution is to disable an enemies ability to spawn at an NC as soon as an opposing player begins to hack it. That alone would eliminate the cap rush tactic and force players to actually plan a legitimate defense of cap points. Thus some players on the enemy team need to stay behind and defend thereby removing combat personel from the front lines and reduce the chance that any one team can effectively spawn camp it's opposition. Case in point.
Sheesh that was a mouthful!
Cheers! |