Reducing spawn kills

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Postby KillaGrunt » Fri Aug 15, 2008 10:38 pm

Now we have another problem. :D
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Postby file 824 ph » Sun Aug 31, 2008 4:55 am

hmm gimmeh a second ill think up sumthing smart like my last solution...
i really had forgotten about the flip side

hmm well, what if the attacker was aware that someone has spawned nearby
ie a ring of particles gets emitted from the spawner as he spawns (maybe before?)
then i don't see why it would be unfair...
but then again i don't see why it is unfair in the first place
it really doesn't seem like its any different then getting snuck up on... since when sum1 sneaks up on you, they will deal a huge amount of damage, and then you watch your back...
so surely you will watch your back in spawn areas

maybe its just because it hasn't happened to me enough >.>

anyways theres my thought
feedback?
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Postby terencehill » Mon Jun 01, 2009 3:56 pm

Today I've started thinking a solution for another (somewhat related) problem but soon came up an idea to limit the spawnkilling too.

So... I though to a fixed 0.5 seconds of time after u spawn in which u can't shot at all.
To what? To avoid an accidental shot with the shotgun that helps the opponent to locate u more precisely than the spawn sound, specially if u accidentally shoot with the secondary fire (3 consecutive shots). Same thing happens when u play minsta, but here is much worse coz u get killed more often (hence u spawn more often) and coz u lose 1 of 10 starting cells for your nex.

With this change, 0.5 of spawn shield is needed to give to the fresh spawned player a chance to survive in case the opponent try to kill him, while he can't do anything to kill him.

Using these settings, spawnfrags aren't avoided completly (0.5 seconds end very soon), but at least they avoid the immediate substantial damage done for example by a nex shot, when the opponent knowns the exact spawn location and waits for u, ready to shoot with his crosshair already on u. A good player is surely capable to do it in less than 0.5 seconds. This is the worst case of spawnkilling, u can't do nothing against it and it depends entirely on the opponent's skills and knownledge of the spawnpoints.

Note that 0.5 sec doesn't change anything in any game mode. There wouldn't be players going around happy of their invincibility for 2-3 seconds, as suggested dokujisan in the first post of this thread.

Note also that u can still use laser to jump wherever u want: the limit of not shooting for 0.5 seconds is actually inexistent, coz after u spawn it takes some time to realize where u are, find a point where shot, move to it and finally do the laser jump. In any case, if u find the right timing, just at the end of those 0.5 seconds u can do a laser jump that moves u completely out of the opponent crosshair. Doing this move, it becomes harder for the spawnkiller to get u, coz before he couldn't damage u.
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Postby k0jak » Mon Jun 01, 2009 7:04 pm

Now that the respawning system has been 'fixed' (since a while now) Respawn killing is no where near as bad as it used to be, I don't see the need to change it just my 2 cents.
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Postby Grasshopper » Mon Jun 01, 2009 11:01 pm

maybe raising the spawn points higher in the air and using the combination of multiple positions to spawn from could greatly reduce this problem . but some maps are very close quarters and spawn kills will still happen .
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Postby terencehill » Tue Jun 02, 2009 10:16 pm

k0jak wrote:Now that the respawning system has been 'fixed' (since a while now) Respawn killing is no where near as bad as it used to be, I don't see the need to change it just my 2 cents.


Yeah, u r right... but sometimes it still happens. It happens more in those maps where u can see many spawnpoints, even the further ones (evilspace, many wide and open maps).

Anyway, keep in mind that my idea is meant to fix also the shot after respawned problem. As I've explained, I'm proposing spawn invicibility and no fire for 0.5 seconds TOGETHER.

Today on IRC I've found out that havoc mode uses spawn invincibiliity of 0.3 seconds. I think LordHavoc had in mind the same reason I've said about the spawnfragging question. I didn't test neither 0.5 nor 0.3, dunno which one is better.
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