cdz

Random spawn points

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What about random spawn points, say within 200 meters of the AB in random buildings, allowing INF to spawn in a place other than the Metal Buildings to slow down camping when towns are under attack:)

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Per past CRS comments, camping is a design feature. The original design team decided that there needed to be a mechanism for an attacker to definitively capture a defended town. They arrived at campable spawn points as a mechanic that would provide the defender and the attacker with a reasonable chance of prevailing, depending on their relative strengths in the town.

Creating a mechanic that would have the effect of disabling camping would be a major design change favoring the defense. That's not automatically desirable just because it could be done.

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Per past CRS comments, camping is a design feature. The original design team decided that there needed to be a mechanism for an attacker to definitively capture a defended town. They arrived at campable spawn points as a mechanic that would provide the defender and the attacker with a reasonable chance of prevailing, depending on their relative strengths in the town.

Creating a mechanic that would have the effect of disabling camping would be a major design change favoring the defense. That's not automatically desirable just because it could be done.

Well I know the depots work in the direction I am talking, But when it gets down to the AB and all depots are captured, maybe 1/3 of spawning inf could be random, I think there Is nothing more frustrating than that in game, and I think it has driven more people from the game than any other factor. :) People hate the Camp!!

Edited by cdz

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People hate the Camp!!

Defenders do, for sure. But this is one of those design questions that causes strong feelings that differ depending on whether you're an attacker or a defender.

Any change that would move the game toward less-frustrating defense, probably would involve defense being more successful and attackers less so. And, that would move the game toward a slower overall pace, with fewer attacks that would take longer.

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The camp is usually the end of the battle.

The last thing we need is players magically spawning behind an encirclement ala the inf placed FRU.

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