[Feature Request] Spawn killing damages the killer too

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[Feature Request] Spawn killing damages the killer too

Postby oz » Fri Jan 25, 2008 8:10 pm

I just got badly spawn killed by a whole team :(
I decided to switch teams, but the same happened again... it seems like spawn killing is the new trend tactic for the moment.

If there was a timer, ticking backwards some seconds (maybe 3) right after spawn and people that shoot the freshly spawned would get also 30% of the damage they do to the spawned while the timer is greater than 0, that would make people stop spawn killing.
Maybe a sign, like a ring around the body of the spawned could protect people from accidental spawn killing.
If one is in a bad situation (maybe carrying the flag) and needs to shoot the spawned badly, one can still decide between taking the damage or waiting for the sign to disappear.

30% means one can spawn kill about twice, if one has 100 health. If spawn killers gang up, that will still be about four or five times each.

Of course it schould be possible to switch that feature of or set the percents and time via cvars.

Maybe some of you think it's map dependant. Well, that's true, but what map has more spawn points than spawn killing players? (maybe ito ?)

Anyways on greatwall and facing it takes only 4 killers (maybe less) with nex or rockets to securely cover all spawn points. That can be very frustrating.

What do you think?
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Postby Psychcf » Fri Jan 25, 2008 9:14 pm

for one-on-one pub matches this might be nice. But for competition, no.
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Postby C.Brutail » Fri Jan 25, 2008 9:27 pm

Anyways on greatwall and facing it takes only 4 killers (maybe less) with nex or rockets to securely cover all spawn points.


What are you talking about? :shock: If the enemy can spawnkill your team on those map, that's the sign of total lack of defense.
As for the idea... umm.. no.
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Postby TVR » Sat Jan 26, 2008 1:49 am

The CVar 'g_spawnshieldtime' and to a lesser extent 'g_respawn_waves', both exist for the sole purpose of protecting spawners, yet neither are used.

Personally, spawn killing is a sign of poor sportmanship, but if it were to become a significant deficit, a Tribes 2-like spawning system would serve as a possible solution without bias to either spawn-killing or reverse spawn-killing.
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Postby Urbanshenkie » Sun Jan 27, 2008 3:45 am

Spawn killing in DM is normal , what are are you gone do when someone spawns next to you , notting ?
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Postby C.Brutail » Sun Jan 27, 2008 8:58 am

I usually act a a sportsman, I just rush away. Killing a weaponless opponent in DM is not fun. Neither for the fragger, neither for the fragged. I don't go on weak opponents ;)
Even in fun 1v1, I usually don't spawnfrag. In fact, I sometimes toss a weapon too if I really have the upper hand. And that act is usually rewarded by a "Thanks! :)" and by the return of the favor.
In competitive game, it's different. I'd surely frag.

My rule is: if it's fun, let'em run. If it's not, frag'em a lot!
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Postby Urbanshenkie » Wed Jan 30, 2008 10:25 am

me to I always give other people a change , but some times , when there are 2 from other team , then mabye some other will shoot you. In the heat of the battle those things happen. when the teams are tight. and the points are balanced then . you have to make a choice to run or win for your team. It depends on the match ,

you can easly stand in the middel of a fight with a chat icon above your head , and nobody is gone shoot you. thats says enough.
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