I voted for barriers. The problem with the other options is that they only strengthen the reverse spawn camping some maps see, where people will use the safety of their spawn as a safe way to take out the enemy.
Tiss also a problem at Blackbolt. All a defender has to do is grab a plasma cannon, spawn at C, then run to the tower...there you go, line of sight over the attackers entire spawn zone and approaches.
I voted for a physical barrier since it seems silly to just pop in out of thin air (unless you're a spikey boy ) and obviously causes a lot of problems. Outside of enemies camping you, there's another problem that crops up from this kind of spawn system. On Pegasus, when people spawn in on C point when you're defending; half the time you'll be driving out in a rhino then *POOF* 5 team mates spawn in directly in front of you! Can't tell you how many times I've ran over people driving out of there. Surprised I've never been kicked out of a match yet!
No matter how far you put the spawn away from the enemies at some point there will be a location for them to camp you on approach unless its sprawling trenchworks or labyrinths or an open field for both forces to have clear shots on eachother. As for the vote I always prefer the most immersive so somekind of fortification protecting fresh respawns is my choice. Turrets would make sense only if it is two outposts pushing to a centralized objective moba style and invulnerability is my least favorite.
Phsyical barriers seem good enough of a measure, and it could also make the spawn more immersive. Rather than just seeing marines pop up from out of nowhere, you could have them spawn inside of a forward command post, a drop pod or whatever suits the map.
I disagree. I find things like this to be very immersion breaking and does more harm to the game than necessary to fix the issue. The fix to this issue would be if there were more tactics in place to help get into positions. Right now, we only have access through one way streets from two spawn points as attackers. Some of it is on the attackers end; if you are not capable of spawning at another location, seeing that you're being spawn camped and that half the enemy team is on that position, then that's their fault for not being able to pull strategical weight. Of course, that isn't the whole issue. I believe it comes more to the kind of maps being played and the maps we currently have. It's harder to completely spawn camp on a map like Torias as the map is rather large and requires a rhino to get from point to point. That fixes half the problem right there. Also, true leadership will fix the other half of the problem. Warlords and especially War Parties will be incredibility useful in this regard. Instead, we try making it easier for players, rather than opening more opportunities for the players. We then start to lose that skill base we have been wanting to build this game off of for so long. Also, there would be an INNUMERABLE amount of exploits with that system of invisible walls or turrets and would require a massive amount of revamping, more than they already have on their plate. TL;DR: The issue is really a few maps in place, which are maps that are targeted for revamping as it is. We shouldn't start getting on our high horse and yell "We need barriers" What we need is good level design that prevents this from happening or opens up opportunities to avoid this, either by tactics (drop pods) or otherwise.
To be fair, we have that on one of the spawn location in Opilus Refinery (can't spell) and it hasn't helped. Mainly because that map is so easy to spawn camp.
We shouldn't just start putting band-aids on the issue and dance around the real problem; the level design. Right now, the few maps we have worries about (which are already being targeted for revamping) makes it way too easy to spawn camp, and that is simply design and spawn locations. Nothing more. Thus, we should stop this quick fix solution suggestions immediately and look to demanding levels that prevent this tactic, or if not, allow the attackers multiple opportunities to get into the base so that the tactic can be discouraged. Maybe a perk that is given to the enemy team once enough die at the spawn location or around there. One that gives them three drop pods or teleports.
While I've never had this happen to me, I do see it becoming a problem. Given the comparison, Planetside 2 has it that there are fixed spawns with shields, so you can shoot out, but the enemy can't shoot in. This still doesn't prevent you from getting spawn camped (happens way more often than I'd like in that game. Been on both sides of the situation), but there are way of porting between two spawn locations, and most spawns have more than one exit. So something like this might help. We also have the restricted area thing in atm, so we don't have a complete spawn lock downs like you get in Planetside 2 Even with this suggestion, I think the respawn mechanic needs a bit of a rework. I still find it annoying when I'm trying to respawn on a contested point, and I find myself 100m+ from where I wanted to be, almost to the point I'm actually nearer another cap completely. Like, thanks game >_>
We definitely need more random spawn locations. Most long time players know exactly where enemies are going to spawn and it's oh so easy to set up and just wait. The walls on Harkus Fortress are notorious for this and need to be fixed. Along with that when we spawn in the "blob spawn" is totally unacceptable. By "blob spawning" I'm referring to when you spawn in right on top of 8 to 10 other players in a cluster of bodies falling in a small 5 ft x 5 ft area all spawning in at the same location at the same time. That's begging for an enemy AOE and begging for disaster. As far as more random spawn locations, we also need a "spawn check" system, where the game does a "check" in the area for any enemies nearby the area you're going to spawn along with a "death check", ie have any friendly players that spawned at spawn location 3234263 been killed in the spawn in area in the last 60 seconds. If "yes" to either then go to spawn location 32380923 and perform the same check. If "no" to both then you spawn into the in at that location.