Revamping Spawns & Increasing the Speed of Potential Firefights


Skippy  Member 25 Jan 20 at 4:55pm
#1
FULL RP Name(s):
A: HVY TR PFC Skippy; I don't play on the MPF side much but my digits are 2017.

Discord Username:
A: afrikan freedom

Steam ID:
A: STEAM_0:1:62570016

What is your suggestion?
A: My primary suggestion is that the development team take efforts to shorten the time it takes for a player (both rebel and combine) to go from their respective bases towards any potential action that may be going on in the server. There are various solutions on how to approach this situation. 1. Allow players to spawn at checkpoint locations on the map without the presence of allied forces, so long as said checkpoint is not currently being contested by the opposing faction (like it is today with the squad system). Experiment with an extended cooldown for the respawn at said checkpoints. 2. Find a map that has a lower square surface area than the one currently being used as this will obviously allow players to feel more closely connected with the action. 3. Allow new players to quickly adapt to the long-range environment of the map by giving players immediate access to a scope attachment on their weapon. This is the farthest-reaching implementation, as it could have adverse consequences to players who specialize in sniping, stealth, etc...

How would this benefit the server?
A: These steps would allow casual players to easily jump into action and quickly get into firefights. As a TDM server, this should be a high priority. It will also incentivize players to get out of their base and fight. Many times players stay around the debrief area not helping out their teammates on the field. The first solution also comes with very little risk, as players who feel like their being spawn camped can easily respawn at a different checkpoint. Experimenting with an extended cooldown will also allow attackers time to capture the enemy's checkpoint. The second solution will take the longest to develop. Obviously, it will take time for developers to spawn props and implement their plugins so that the current characteristics of the 70-player server are not changed. The third solution is perhaps the most radical one, as it could obviously ruin the use of specific classes like snipers and stealth users. The idea behind this solution is that players without scopes are constantly being sniped as they search for the action, some of which may be negatively impacted by their computer's ability to render objects at large distances.


Additional comments: While it says that I've only recently registered on the forums, I've kept an eye on this community since Fall 2018. I enjoyed racking up a nice K/D ratio on the City 8 map and especially liked the fast-action combat provided on the server. At the time, vehicles didn't exist on the server yet and spawn camping was pretty high (for both factions). However, the idea of always being in the action was pleasing. It reminded me of the swiftness of the iconic 7-hour war.

If the average casual player plays on the server for an hour, and the time it currently takes for a member of both factions to get to the center of the map, the city, is ~2 minutes sprinting with no weapon, then said casual player will only have 30 instances where he could either get a kill or die. This hour-long process is easily condensed into a 10-minute match on FPS franchises like Battlefield and Call of Duty which are both primarily TDM games.

I invite all users to leave their comments below, this is a pressing issue that must be given consideration.
Valiance  Member 25 Jan 20 at 7:38pm
#2
Also, I want to mention the really bad spawn zones
I feel that the spawns on E, F and B are really bad, and they should be moved further near the point, maybe even on top of it.
totally different debate but +1 overall
Skippy likes this post
PvZ Heroes MLG Gamer  Member 25 Jan 20 at 8:09pm
#3
Having played as a UNION recently, going into the city against HECU, Marksmen, and Snipers, going up against units with scopes is torture, and I'd argue that mashing your head into a wall would be moderately more productive than being insta-killed with no way to retaliate.
Skippy likes this post
Venom  Senior Infrastructure Moderator VIP 2 May 20 at 1:20pm
#4
Old Suggestion, being moved to Reviewed
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