Moderators: Nexuiz Moderators, Moderators
sev wrote: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.
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.


PunkRabbit wrote:When I spawn and I am near to the player GET THIS: I AM AT AN ADVANTAGE ! I AM STACKED WITH HEALTH ! AND THE SHOTGUN CAN DO A LOT OF DAMAGE !
2: Also how far do you think the player will get when he has 2-3 seconds of normal running ?
Only when you spawn on top of a good weapon will you stand any chance against a good player. Who, by the way IS able to use laser, so you stand an even smaller chance. Because if someone spawn rapes then they will also see no problem going after you... What do you think, they will gracially let you get away ? Well then they would have done that anyway.
Please don't :]
If it does get changed please only by default for CTF ? Don't let DM suffer again for a change to CTF gameplay :S
tZork wrote:... is this not this gamestyle all abt beating your oponent silly, and keep kicking him/her while down untill it stays down? ...

Strahlemann wrote:
So basically:
1. you spawn
2a. you move and thus your spawn can't get changed anymore (like it is now)
2b. you have 2 seconds time to look around and to use "jump" to teleport to the next spawnpoint if you want to. This works once a spawn.
Strahlemann wrote:Okay, here goes my idea for spawn points (sorry if this has been discussed before, i haven't read the whole thread) :
You spawn like always, but you've 2 seconds where you can use a "personal teleporter" to teleport you to the next spawnpoint.
This could be realized by pressing "jump" during the first 2 seconds. Of course jumping is important at the beginning to gain speed, and if you're satisfied with your spawnpoint then teleporting would be silly. So jumping as teleporting should only work if you haven't pressed a movement key so far.
This should only work once after your initial spawn.
So basically:
1. you spawn
2a. you move and thus your spawn can't get changed anymore (like it is now)
2b. you have 2 seconds time to look around and to use "jump" to teleport to the next spawnpoint if you want to. This works once a spawn.
If you get hit instantly after spawning, you'll be pushed away, but as long as you don't use a movement key you still can teleport.
Pros:
-You can play Nexuiz like you always played it, but you have this new opportunity to teleport. This is basically an advantage, but to use it you'll need some time to realize where you've spawned and you need to stand still. So this advantage is counterbalanced by the need to get orientation first.
-You're not invincible which is an unfair advantage.
-You can avoid too messed up spawn-areas.
-You can't choose a specific spawnpoint to get a calculated advantage.
-You need to think fast. This will give an advantage to skilled players who know the map thus rewarding them.
-If your opponent/s hits you instantly after spawning and you teleport away, he still has the advantage that he's stocked and he knows that you got hurt, thus rewarding him. Still you have the opportunity to get back into the game on a fair level.
Cons:
-You'll be able to check out two different parts in a map very fast. That could be an unfair advantage especially in 1on1s. On the other hand: you just got killed
-Hard to explain fast to new players ingame. There could be a "T"-icon blinking as long as you can teleport
-Shooting/Killing a player (using the shotgun for example) and teleporting to another spawnpoint could be possible, which can be an unfair advantage. This would happen very rarely though imo.
Btw: Maybe another time limit works better, but i think something around 2 seconds is fair.
What do you think ?
GreEn`mArine wrote:number 2 is absolutely not accectable for anything > 1vs1 ... you would have all players be invincible after any1 dies (if they don't shoot)
Barfly wrote:It cant, and never will be corrected.
In any FPS
ai wrote:and make sure he won't be able to fire himself for 2 or more secs.
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.
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?