Reducing spawn kills

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Postby Blµb » Sun May 25, 2008 9:40 am

[TSA] Psychcf wrote:but doesn't the nexbeam already pass through players?

(this is what makes it possible to make a two-in-one kill)


as if that wouldn't work with rockets anyway, or the electro :P

-) and about spawning as far away as possible... well... if an enemy is in the flagroom on facing worlds, and another enemy is on their tower nexspawnraping... remember, there's an enemy inside your flagroom, so where would you expect to spawn? exactly, right in the aim of the spawnraping warcow

-) invincibility doesn't stop them from pushing you around

-) and I'm totally against the passing through... if anything, the projectile might just be removed... but even that is annoying
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Postby tZork » Sun May 25, 2008 10:23 am

How abt a # secs of temorary observer mode, eg player is put on a spawnpoint, can see but not interact with the world (and not be seeen? hmm abusable..) untill he chooses to or the timeout passes.
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Postby morfar » Sun May 25, 2008 11:03 am

I think the code should change to:
50% probability to spawn furthest away from most opponents.
50% probability to spawn out-of-view of most opponents.

or

100% change of spawning out of view of most opponents.
Like ut2k4. But can be abusable (opponent can look at ground and the victim can spawn in front of him).
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Postby C.Brutail » Sun May 25, 2008 12:59 pm

[GF]HarryButt wrote:
[-z-] wrote:I'd prefer projectiles pass through the character.
Good idea imo.
Though this would lead to following problem:
...


ROFL :D

Anyway, if there should be some kinda spawn protection, I vote for the 3-4 secs invisibility, but then you cannot fire either.
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Postby Wii-Wii » Sun May 25, 2008 1:47 pm

I vote for... nothing !
It'd be bad to add rules, rules and again rules everytime players complain...
Moreover, spawn-killing doesn't happen so often... (at least in CTF)
But maybe it'd be good for 1on1 (especially for the ladder matches).
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Postby Diomedes » Sun May 25, 2008 2:03 pm

I like spawnkills, keep them.
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Postby ihsan » Sun May 25, 2008 3:26 pm

A newly spawned character has 3 disadvantages
1. He is disoriented
2. He has a lame weapon / armour
3. He is not moving

3 seconds of invulnerability solves all three. For balance the invulnerability should stop on first pickup or fire (including laserjump). Make them glow also so ppl don't waste ammo on them.
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Postby k0jak » Sun May 25, 2008 5:07 pm

[GF]HarryButt wrote:
torus wrote:give players 3-4 seconds of invincibility when they spawn
Butt approves.
It's working for most shooters. I was wondering, why it wasn't already implemented in Nexuiz.



actually they tried this in ut2003/2004 (cant remember which one)

All i can tell you is that it is THE WORSE thing ever. when you can't shoot someone and someone is shooting you or you have to predict when they are 'allowed' to shoot again at you after it wears off.



The problem of spawn-killing is player skill difference, i can do it, but if i try do it versus bundy or green it is not as easy i can tell you now.

I think it's kind of wrong to want to 'remove it'
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Postby k0jak » Sun May 25, 2008 5:12 pm

Wii-Wii wrote:I vote for... nothing !
It'd be bad to add rules, rules and again rules everytime players complain...
Moreover, spawn-killing doesn't happen so often... (at least in CTF)
But maybe it'd be good for 1on1 (especially for the ladder matches).


I think this is a true point and i missed this before i wrote my post, it just does seem like adding rules and rules, it's been like this since nexuiz bega from when i have played..i don't see the point in wanting a change now.

what would be next....i took 5 armours in a row so im not allowed to pick another one up next time?

oh and i can't think to imagine how terrible this would be in CTF / TDM when the gameplay is quite frantic..having to wait 1-3 seconds till a players 'invincibility' ran out before you could shoot...even 2 players fresh off a spawn if one gets a weapon and the other just has a shotgun within the time before it wears off then they can both start shooting at you straight away after it wears off...i mean come-on this would be ridiculous, its then putting me who already has weapons at a disadvantage..a really big one.
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Postby sev » Mon Jun 02, 2008 3:28 pm

What I learned working on things like this: If you create a situation causing a problem, it is usually not a good idea to try fixing it with a complicated solution. You should rather try to change the situation so that the problem does not occur in the first place.

The main problem when spawning is that you are vulnerable. So make the player start with 100 Health, 100 Armour and a good weapon like the machinegun. Problem solved.

It may also be interesting to be able to choose when (not where) you spawn, being in spectating mode until you press "jump" (nothing new), in this way you can wait until it is safe, or you can go right away but risk being attacked, but you could choose for yourself and depending on the situation.

Lastly, an idea I just had when reading about the invincibility: replace the shotgun with a completely new weapon: The Shield. Firing it will protect you for a short amount of time, touching another player with the shield around you will hurt them. Anyway, just an idea. :?
Last edited by sev on Tue Jun 03, 2008 6:46 am, edited 1 time in total.
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