Is there any difference between that and a commander deployed spawn? I'd make sense if there were simply rooms for commanders to deploy static spawns in, that have above average defenses. I mean, there'd be no real difference between a place-anywhere static spawn and a base tied one, unless you wanted to give it differences in heath and build time, which I guess might make sense...
A few, the more significant is that if the commander deployed spawn gets destroyed you can place another, anyway we can't talk that much about this without more details, I'm assuming that we won't be able to deploy 2 mobile spawn points in a radius like in PS2 and also that we won't be able to deploy mobile spawn points in bases, even in our own bases...
Right now, the dev team philosophy seems to be "take stuff that works in other games and mash it together", visible in the assault marine gameplay and sunderer-style rhinos. It's yet to be seen whether they're going to imitate some of the stuff that doesn't work as well, once they get further down the line. Copying the nice features of PS2 comes with the risk of carrying along the bad ones, bringing sunderers, base spawns and zergs into EC as one big package. It worries me a little, but we'll just have to wait and see. I'm seeing a lot of SM and PS2 in the gameplay right now, and I'm hoping they'll fit in some NS2 before they're finished.
I haven't played NS2, I've seen a couple of games and it looks like they could take some of things, like the importance of defending your supply generators... but I don't think the respawn system of a closed environment game will work in a open world game, also I'm not sure we are gonna be able to deploy a lot of stuff in the world... look at what happened with base upgrades.
Or how about have a building called the barracks which is destructible. It allows base spawns until destroyed .?????? All bases have barracks or bigger ones have 2 barracks . But it takes a lot of Dmg to destroy and rf points to fix like turrets????
This sound like a nice idea, making the spawn room a barrack, a base can have multiple barracks depending on its size. Barrack can be located inside a building and have multiple exists to prevent spawn camping. You can destroy the barracks using HE like C4, rockets,etc..
Might I make a few suggestions for Space Marines (maybe even CSM)? Squad Spawn - I would suggest giving a choice between the option of a Drop Pod deployment or an aircraft rapid insertion for this. Static Commander Spawn - A Thunderhawk. Can be used to deploy large numbers of troops & Dreadnoughts or even vehicles. It's even upgrade-able. Dynamic Commander Spawn - This should be the Teleport. The technology is that rare amongst the Imperial forces that it is seldom used. But when it is, its used by units like Terminators!
Was I the only one who thought that the mobile Rhino / Equivalent spawn would need to be "deployed" first? Something like a X-minute deploy sequence, where you have to wait for the Rhino to be prepared. It shouldn't be able to move when "deployed" or deploying. The weapons should still work and the Rhino should maybe have slightly more armor/health when in this mode.
That's how PS2 Sundies work, as well. It's an automatically assumed feature, since having a constantly moving spawn point that doesn't establish any place to target/rally around would just be a huge pain in the but for the defenders AND attackers.
That's how it worked in the live stream. When it was stationary they were able to hold down 'x' and a bar filled. The dish started rotating and you have the spawn point. The bar filled v quickly though