spawn killers are no fun |
by Giszmo
on 04/03/2011 15:37, 46 messages, last message: 06/07/2011 00:56, 17237 views, last view: 12/09/2021 01:06 |
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Hi,
I love Sauerbraten and play a lot recently. Venice, instagib with 20 players at least but spawn killers somehow take all the fun of it. Neither is it fun to get killed 2ms after spawning nore is it fun to kill those bastards as they stand still staring at a spawn point nore is it fun to follow this strategy myself knowing how frustrating it is for the spawners.
I have some suggestions to make this more interesting:
#1: Spawn points get a team-dependent spawn penalty cool down depending on how fast players of a team die there so red players spawn where there are no blue spawn campers.
To be more precise: If a red player gets killed within the first second after spawning (dt<1), the spawn point will get a penalty cool down:
pcd=now()+(1-dt)*20s
so red players only spawn there if no spawn point's penalty is smaller than now().
#2: When spawning, the player can move for 500ms without shooting and without getting shot. This would work with all maps as they are now. This feature could be optional.
#3: Give more frags for chainsaw kills. At most spawn points it is easy to kill spawn killers with the chain saw. If a chain saw kill would steal an extra frag from the hit player, it would be more vital to watch one's back and spawn killers would score less, making it even more boring.
#4: Many more spawn points. This would involve changing maps, thus rendering a no-option but still venice with 100 spawn points would render spawn camping pretty senseless.
Regards,
Giszmo
P.S.: This forum is chaotic. If I would find my way around, I would probably have posted this in the "game mechanics" section but I didn't find any order here so sorry for "cluttering" if this is not the place to post this suggestion. :(
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#17: THE CURE!!! SPAWNPROTECTION!!! |
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by suicizer01
on 04/06/2011 15:26
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I found the cure against spawnkillers!
If you really hate spawnkillers and your a mapper, do this:
1. Put a playerstart in your map.
2. Surround it with geometry (take like 2 cubes of the 1/64 grid, wich is default)
3. Add alpha material on it ("/alpha").
4. Noclip the material.
5. Use the command transparency command of alpha and set it as low as possible ("valpha 0.0001 0.0001").
Be carefull with this! You won't be able to see that geometry anymore, in any gamemode neither in edit mode! That's why, I would suggest to add a small selection of cubes just above the spawnprotection, so you always see some pink cubes for how far the spawnprotection goes.
I've noticed this hasn't any effect on the lighting, wich is a great thing.
The spawnprotection only works for pistolbullets, rifles, shells or machinegunbullets! It won't stop explosions, neither moving objects (like grenades or rockets)!
I haven't tested melee, but it probably won't stop that either.
My advice for using this protection is:
Use it only when really neccasery; on spawns in maps wich are very open or the playerstarts are just very sensitive for spawncamping.
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#18: Re: THE CURE!!! SPAWNPROTECTION!!! |
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by suicizer01
on 04/06/2011 15:43, refers to #17
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After some more research, I noticed bots get crazy because of this, wich ends up into pretty funny results (bots "float" in air because of an animation or spin around incredibly fast).
A good thing,
Melee won't work to players in or outside the spawnprotection!
You don't really have to add some "empty" alpha material above the spawnprotection, since the decals of bullets show where it is.
Here a list about the good things of this option against spawncamping:
- Protects spawning players from other players, wich are spawncamping.
- Protects the spawncampers from spawning players wich stay inside the protection-zone.
- Ligthing won't get affected by the geometry.
- The ammount of wtr is very low. It can be like 0,032K of wtr.
Here a list about the "bad" things of this option:
- Won't protect spawning players from explosive ammo (like grenades and rockets), neither for explosions.
- Won't protect spawncampers for explosive ammo, neither for explosions.
- Decals will still be showed on the protection-zone (looks quit bad, a bullethole in air).
- Bots bug incredible in, out, behind or next to the spawnprotection.
- Indicating it isn't that easy.
So far it seems like a 50/50, but at least its a very simple, cheap and efficient way to get rid of spawncampers (on new maps).
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#19: Re: THE CURE!!! SPAWNPROTECTION!!! |
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by Zorg
on 04/06/2011 16:06, refers to #18
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I can already imagine how people will be standing there like big zombie-monkeys scratching their a**es and doing nothing. Imagine such a "safe zone" in iCTF, people could just spawn and camp there all the time and will be invincible. Hooray! Then there is spawncamping at the enemy's spawnpoints and spawncamping at your own spawnpoint ;)
(suicizer: I know what you suggested would be optional and restricted to where it really is necessary, I'm just pointing out another disadvantage here)
@tman: +1
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#20: .. |
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by Honzik1
on 04/06/2011 18:02
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When you spawn, you have same time to kill enemy as enemy have same time to kill you.
I hate the problems of noobs
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#21: Re: .. |
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by suicizer01
on 04/06/2011 20:10, refers to #20
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To honzik,
You have the same time, but not the same view :P.
To zorg,
Not really, since I would only advice to use this spawn protection on playerstarts wich really need such thing. As example, right in view of your opponent, while your facing a different area (like the spawn on the hills in authentic, where always get spawncamped, from back or from front, from close or from far away).
It's definetly not the meaning that this gets used for all kind of playerstarts, like it's not for those who are poorly, but good enough covered playerstarts.
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#22: Re: THE CURE!!! SPAWNPROTECTION!!! |
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by Razgriz
on 04/06/2011 20:52, refers to #18
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that will be annoying when people exploit these protected spawn areas to avoid bullets which will be stopped by the invinsible cubes. MEH.
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#23: Re: THE CURE!!! SPAWNPROTECTION!!! |
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by suicizer01
on 04/06/2011 22:50, refers to #22
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It's true, static protection will not help, but it's a step forward...
The protection-zone was an experiment anyways, and it succeeded, as experiment, not as a working concept.
Let's all learn from this and go think about other alternatives...
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#24: Re: THE CURE!!! SPAWNPROTECTION!!! |
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by suicizer01
on 04/06/2011 22:52, refers to #23
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By the way, it definetly can be seen as a cure for spawncamping, even tough it creates camping in/near the protection-zone. So it solved the problem, but created another one :P.
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#25: Re: THE CURE!!! SPAWNPROTECTION!!! |
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by srbs
on 04/07/2011 00:00, refers to #24
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Random thought: set spawn areas where you can randomly spawn inside of.
It adds location randomness so one cannot just sit in one spot and there probable isn't a need for invincibility.
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#26: Re: |
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by mI@school
on 04/07/2011 02:52, refers to #25
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Nice idea, the only problem is that you would probably spawn outside of maps (it happens sometimes as it is).
I was about to suggest a double clicking spawn system (one click to go to your spawn point, invisible, able to turn any direction, another click to actually spawn)...but that would impact duels negatively; spawning blind is one thing that probably shouldn't be changed.
So, what about simply forcing spawns away from players? For example, a spawn point that is within a certain radius of a player is nullified unless there is no other choice.
Just thinking aloud here :P
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#27: Re: Re: |
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by |ice|sub-zero|L
on 04/07/2011 03:33, refers to #26
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i have the answer for this: STFU the game is fine, stop wasting time on this thread. its only a problem on a noob map, give it a rest. and FFS think please, i know you people have a problem with the fact of thought, but heres something to think about, it it was a real problem, eihrul will fix it. hurp durp, what a frickin surprise.
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#28: Re: Re: |
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by suicizer01
on 04/07/2011 08:15, refers to #26
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Spawning away from players won't work, when they camp from a distance...
It would also take away the action, since you have to walk into combat before you really have some action (wich can take time)...
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#29: Re: Re: |
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by srbs
on 04/07/2011 09:42, refers to #27
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There is no harm in tossing ideas around. Maybe someone will come up with an ingenious idea that is worth implementing.
Also, extension to my idea, you can set areas for spawn & then use the waypoints, if the exist, for specific locations/height to prevent below-ground spawning or spawning in columns.
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#30: .. |
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by mI@school
on 04/07/2011 10:26
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subzero -> Look, if you have nothing useful to contribute then just fuck off. For good. The community doesn't need your negative bullshit.
I happen to find this topic interesting, and I sure as hell will comment on it if I want. And BTW, I saw this mentioned in #sauerbraten by eihrul. So maybe you should get a clue before jumping down people's throats.
I wasn't suggesting this only for the venice server. I couldn't care less about venice; but this could benefit duels too. By reducing respawns directly behind or beside opponenets. Unless people feel that those spawns are an integral part of the game. Its at least worth discussing, imo.
Suicizer: I mean it would only decrease the chance of a playerstart being used if there is an opponent in close proximity to it. Not force their spawn to a specific place. That's probably a better way to word it, hopefully.
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#31: .. |
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by Zorg
on 04/07/2011 12:11
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+1 to #20, 27, 29
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#32: .. |
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by baby~rabbit
on 04/07/2011 12:45
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Maybe we're looking at the wrong problem - e.g. if we replaced the rifle with a throwing dagger, then every time someone throws they would have to go and pick up the dagger (or someone else's dropped dagger) before they can throw again. That would sure cut down camping a bit :-)
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#33: .. |
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by degrave3
on 04/07/2011 13:22
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I see only one solution of problem for all crying noobs about spawnkills here - learn how to play. You have same time to kill enemy and you not spawn always on same place, so help to your team - kill all spawnkillers.
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#34: .. |
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by Honzik1
on 04/07/2011 19:46
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+1 degrave3
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#35: Re: .. |
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by suicizer01
on 04/07/2011 22:51, refers to #33
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Lucky me I'm not crying at all ^^.
I frag way more than I get spawncamped or even killed especially on instateam venice.
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#36: .. |
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by Skidborg
on 04/15/2011 22:55
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Those of you who are decrying the whining about spawncamping by saying that you have the same amount of time to kill the other guy: That only works in instakill mode. When you spawn with only a pistol and someone is spawncamping with a rifle, things are different.
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