Game Development Community

Team spawn picking position.

by Phil Carlisle · in General Discussion · 06/05/2002 (9:51 am) · 14 replies

I'm working on the next RWTA build, and have a bit of a design dilemma.

Here's the issue. Each map (as in mission map) is divided into 8 parts. Each representing an area controlled by a village.

2 Teams start off controlling a village each.

The neutral villages are spaced evenly over the map.

You can "capture" the villages by placing flags at their village 'beacon'. This lights up once 4 flags from either team have been placed at the beacon.

Now here's the issues.

1) Do I allow people to spawn near ANY village they hold, or just the start village.

This means that if you own more territory you can still control the front easily. It does mean that there's less penalty for dying though.

2) Do I allow people to spawn whenever they like, spawn at intervals (the current vogue) or not spawn back at all (for this game no-respawn is not going to work).

Thanks for any input.

Phil.

#1
06/05/2002 (9:55 am)
1)Yes, but be sure the spawning is random they shouldn't all spawn at the front line
2)No, just put a 3 second delay
#2
06/05/2002 (9:57 am)
I vote for allowing people to spawn near ANY village they
control. When I play a game, I prefer to get into the action instead of spending time running to get to the action.
#3
06/05/2002 (9:58 am)
My thoughts:

1) randomly at their start village, you do not want them to close to the capture villages to give one side an advantage over the other.

2)No, either make it round based or time based
that is, once they die they are dead until one team captures all villages or keep them dead for X seconds.

-Ron
#4
06/05/2002 (9:58 am)
That's a good question and probably one that will be difficult to answer because it may come down to personal preference.

I think you should respawn players at the start village, as this will increase the effect of someone getting killed.

For example, if you're attacking a village, and kill a player who is defending it, it would probably be disheartening and unfair to see that player suddenly respawn there. Again this is all personal opinions.
#5
06/05/2002 (10:02 am)
1) Start village, you dont want to fail to capture a village just becouse someone spawned behind you.
2) A delay, but you can wait after the delay.
#6
06/05/2002 (10:14 am)
Would it be possible to have an objective that the advancing player could capture to spawn? Kinda like the wolfenstien MP Test, players would capture the forward bunker and tag the flag there, and would earn the right to spawn near the main objective.

The opposing team could take back the objective, and keep players from spawining there.

I dont know how much work this is, but it would add an extra dimension to the gameplay...

-=myk=-
#7
06/05/2002 (10:19 am)
I think these should be a game settings with the default to respawn at controlled villages at a specific timed interval (10sec?). That would allow different types (reward/penalty) of games.

--Aaron

edit: grammer
#8
06/05/2002 (10:22 am)
what I would have is the players spawn one base back from the base on the front line. they will respawn close to the front line but make it possible for the opposing team to capture the front line base.
once the front line base is captured the spawn point is pushed back a base
#9
06/05/2002 (1:12 pm)
Actually, that would make sense for the beacons. Have those as spawning area's you can capture. If you capture that beacon you can then spawn there.

It would be a pain if you spawned at a village that was under pressure.. it should be tough to hold ground ideally.

I like the current vogue of having spawn in waves.. just seems to breed a bit more teamplay if some of you spawn together.

Adds a touch more risk too..

Thanks for the comments guys.

Phil.
#10
06/07/2002 (12:18 am)
Here's an idea. With the resource gathering peasants, instead of them simply gathering resources for weapons, those resources should ALSO go toward respawning. The more villages you have, the more people can respawn (with an obvious limit, of course). People would then respawn anywhere as long as they control it completely (the enemy hasn't placed any flags there). Of course, that's a lot like WW2OL. *shrug*
#11
06/07/2002 (2:19 am)
The balance I'm looking for, is that it should be easy to control a small amount of villages, but harder to control more.

If you make it easy for a team thats winning to spawn nearer the action, then they tend to win more.

If they spawn further back, then there's the time penalty for travelling to battle.


I like the idea of creeping forward spawns.. thus seperate spawns from villages (so that no-one can spawn into a village and control it) using spawn beacons.

Phil.
#12
06/07/2002 (12:25 pm)
Couple of possible ideas:

- have a moving field general for troops to spawn around; when the general dies the general spawns back at their original start point (This would have some issues with spawning in the heart of a battle if the field general is looking for targets; all team members spawn together)

- on the same theme as above have a specific unit carry a beacon to designated spawn locations. Then teams decide where they spawn with limitations. This could give teams a sense of accomplishment when they capture a hard to reach place. (this would probably work better with a mild time delay between spawns to give time to capture a location. Could also get chaotic if the team isn't working together; all team members spawn together)

- spawn from the furthest captured town they died from. You won't end up in the same battle you died from unless you only have your teams start point left. (Would force base defenders to the front line if they died; however, might be interensting then to try and stay at home more and not capture as many towns)

As for your your spawning ideas I would say it depends on what the objective for the game was. If the objective was to capture the other teams starting base then I don't think spawning on the front line would be a good idea. Like the furthest spawn it would force base defenders to the front line if they died leaving the base open.

I would say the best bet for what your looking for is spawning from the furthest captured town. More towns you control the harder it will be to keep your group together and at a point the enemy team is attacking.

Alc
#13
06/07/2002 (7:45 pm)
I think there should be a reward for gaining control of a town. Spawning into it is definatly some form of reward. I think maybe we should look at a variety of spawning options based on the map creators wishes.

I would opt for allowing 2 spawn types. One is random at any spawn point owned by your team. This is probably the most fair, but not the most tactical. The second allows you to touch a spwn point and bind to it. I like the bind point because it allows you to assign people to areas. Or you could have timed respaws( a la RTCW) where you pick you respawn point from a list(which never worked right in RTCW). Although I could see people killing themselves to spawn somewhere far away. A death teleport.

On the topic of locations of spawn points, they should definately be away from the town capture points.
#14
06/07/2002 (8:54 pm)
A solution to the "suicide teleport" would be to spawn the player at their last spawn position every time they suicide.

Another solution would be to penalize them for suicides by increasing their spawn delay for each suicide they use.