Brasidas Kriegen
The Southern Legion
0
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Posted - 2013.03.28 07:08:00 -
[1] - Quote
I think the cloaking option is one of the better ones, just as used in EVE when entering a new system. It gives you a second to adjust and take in your surroundings, before you are vulnerable. Any movement, or use of any module will make you visible. Far too often I have been killed either before I have had a chance to see anything/control anything, or am so far gone by the time I can move etc that I don't get a chance to fight back or escape. I think a moment to get your bearings can go a long way to reducing the risk of being spawn killed; even if it was something as simple as a zoomed in look above the point you are choosing to spawn at, such as a top down view that isn't based on scanning but shows you what is ACTUALLY there. Other options include:
- Temporary invulnerability; though probably should always be removed at movement/activation of module
- Scanners at spawn points, perhaps of a pulse type like the recon devices in Planetside 2
- The 'spawn drop' via cloaked dropships or from orbit etc. Though I always liked the idea of a kind of 'pod launch' from the MCCs
- Internal spawn in CRUs - where the CRU is a sort of 'bunker' where players safely spawn inside and can move out from there.
Personally I like the idea of a temporary cloak coupled with a scanner pulsing at the spawn location, though the scanner and its results should only be visible when you have selected that spawn location. Yes, people could "pulse" a spawn location for enemies and relay that information to teammates, but I think that a greater risk when hacking in exchange for greater safety when spawning is a small price to pay.
I have spawn killed, and been spawn killed. It is annoying (to say the least) in any game, but in a game where every death has consequences, both for your team and for yourself (unless you only run all BPOs).
I feel the new system was an improvement but as it was mentioned earlier, it is currently a big issue on some maps, particularly Manu's Peak. A suggestion always offered is "bigger maps" but I would argue that it should be "scalable maps" that increase in size (by reducing the red zone) according to player numbers. That may be too difficult to implement, but I have played too many games where there are only a handful of players either for the entire game, or at least most of it, where fights are few and far between - this often ends with people camping spots as snipers or simply not spawning, making it worse. This could be a problem only experienced in Asia though; I am in Australia so games not being full is something I have been used to, although it has been getting a lot better recently. |