For those who don't know, spawn rape (or kill) is when (usually in 1v1 matches) someone dies and the player who is still alive will shoot the spawn points in anticipation of the opponent spawning. Then when they spawn, they immediately take damage before they can do anything.
Another variation of spawn killing (that wouldn't be called spawn rape) is when you spawn relatively close to your opponent who has strong weapons and armor while you only have a shotgun/laser and no armor.
Spawn camping can also be a problem in team games when people will just continuously fire rockets at a spawn point in anticipation of players spawning there.
I would like to discuss some solutions for this, most of which are probably map design-oriented.
What is the downside to map designers placing many more spawn points on a map? Does it add to map performance somehow?
On a side note, I would like it if Nexuiz had a method to select ideal spawnpoints based upon how many enemies are close to the spawn. Even if that meant a spawn would take an extra second to occur (on a busy map) it could still be a plus. I know on some 1v1 maps, it would allow the players to predict where their opponent will respawn, but that's still better than being spawn raped. At least you have some chance to survive.
Maybe a combination of the above could help with preventing spawn rape, which is one on my top five list of horrible ways to die in Nexuiz (the others being from shooting a wall, from falling off an edge, from a teammate, or from a teleporter).