Reducing spawn kills

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Postby GreEn`mArine » Wed Jun 11, 2008 6:15 am

me stupid, sorry
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[kojn] she took it the dirty way
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Postby k0jak » Fri Jun 27, 2008 12:29 am

Thinking about this just a few minutes ago.

isn't the simplest option a spawn out of site / furthest spawn location.

It's such a simple change and would really change the gameplay of the game for the better in my oppinion, or as xeno said on irc "<@XenoTheBlind> or at least stack the probability towards spawning away from where you died "

just a furthest spawn away sounds like a good idea for a start, its simple and surely wouldnt be hard to implement?

It would make games much more interesting..gameplay wise, no more having to die all the time when either your spawn-raped constantly or you kill someone and they spawn behind you and pump you in the bag with a shotgun round...less chaos, more skill.
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Postby Jackle » Sun Jun 29, 2008 7:12 pm

HI, I know that this thread is basically dead, but....

Why don't we implement a Starwars battlefront-esk system. Where you see a top-view of the map, stylized of-course, and can choose your spawn-point. Moreover, this helps team play by allowing for strategic spawning. I know that this does not stop the issue of first time 'spawn killing', but it does prevent you from spawning in the same point and being killed again.

Also, if a player is killed in the first 2 seconds of play, the 'killer' is not awarded a frag. I play minstaglib games and have had had to spawnkill people who have 'appeared' in-front of me; in a kill or be-killed scenario. Giving them a 2 second grace in such situations would be apermount to giving them a free-frag.

What do you think?
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Postby Barfly » Sat Jul 26, 2008 3:47 am

It cant, and never will be corrected.
In any FPS
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Postby ai » Sat Jul 26, 2008 8:22 am

Barfly wrote:It cant, and never will be corrected.
In any FPS

Sure it can, give the spawning player immortality and make sure it isn't affected by splash, or laser stuff (so that he flies away. Meaning if you shoot laser on the ground below him, he won't fly away.) and make sure he won't be able to fire himself for 2 or more secs.

And this has been done in another FPS, just can't remember which.
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Postby [-z-] » Sat Jul 26, 2008 2:16 pm

ai wrote:and make sure he won't be able to fire himself for 2 or more secs.


Please don't take the ability to laser yourself as soon as you spawn away.
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Postby w1ndm1ll » Tue Aug 05, 2008 8:57 pm

k0jak wrote:
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.



I agree with Kojak on this one, and I would also add that other than on a map like mentalspace or mentalrespaced and facing worlds, spawn raping is not much of a problem as it is nigh impossible to do on most CTF maps unless you know the map really really well (and most do not including myself).

I would consider mentalspace and mentalrespace to be broken maps if only for the fact that the spawn points are too limited imo. Facing worlds is one of those classic examples of spawn rape, which imo could only really be fixed if their was a teleporter in the back of the citdel near the nex gun that teleported people INSIDE OF THEIR BASE.

That would essentially solve the spawn rape problem on Face, and as far as mentalspace or mentalrespaced, well they are broken by deisgn imo, and a three second invulnerability is not going to stop someone from just lasering people off the edge of the map on mentalspace even if the people spawning cannot take any weapons damage.

Now a mod that PENALIZED killing someone within 2 seconds of him spawning, as in took points away from the person doing the spawn raping on their victim, NOW THAT MIGHT WORK.

3 points subtracted automatically for teamkilling would work well too (imo).

Since most people on galt's are pointwhores this would solve the problems as they would not want to lose their precious little points.

In clan play if you do that kind of stuff when the other team frowns on it, then your just asking for it so there is not problem there really (although that system could be implemented there too).

I say hit them where it hurts, if you want to stop spawn raping (and I am not sure it is much of a problem in CTF), then penalize the player doing the spawn raping by deducting points for killing a newly spawn opponent within 2 seconds after he spawns (2 seconds would give the newly spawned opponent enough time to grab at least 1 weapon or get away somewhat so he can grab one).

My advice is, if you want to eliminate spawn killing make it a MOD for the game, and not built into the engine itself, that way server admins can decide what they want to do or not do based on their constituency and then the DM crowd does not have to suffer some forced implementation no matter what server they goto.

That allows for MORE choice, and not less.
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hmmm

Postby Chubby » Fri Aug 08, 2008 5:32 pm

maybe you can put a few seconds of reload after kill
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Postby file 824 ph » Fri Aug 15, 2008 6:53 pm

i just realized i read the whole thing...

well the way i see it the best way to deal with this is to just take away the reward from doing it... no frag from killing someone who spawned recently, how much time it takes for them to be worth killing should be a option for the map creator.


i do believe that this will stop purposeful spawn camping completely,
adn make it so that if your there when someone just so happens to spawn, then you dont get an advantage.

although i think that spawn points should be considered "inactive" if someone iss too close to it, unless they are all "inactive" of course!

problem solved?
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Postby Sepelio » Fri Aug 15, 2008 7:16 pm

file 824 ph wrote:i just realized i read the whole thing...

well the way i see it the best way to deal with this is to just take away the reward from doing it... no frag from killing someone who spawned recently, how much time it takes for them to be worth killing should be a option for the map creator.


i do believe that this will stop purposeful spawn camping completely,
adn make it so that if your there when someone just so happens to spawn, then you dont get an advantage.

although i think that spawn points should be considered "inactive" if someone iss too close to it, unless they are all "inactive" of course!

problem solved?


I agree with this entirely. It still raises the question of what to do if the person spawned manages to somehow get a crapload of damage done on the attacker.
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