Not much of a problem considering how small the majority of maps are. The only maps that require minor changes are Zedek (attacker spawn point needs to be moved forwards more after the 1st control point is captured) and Black Bolt which is a terrible defender-biased map where A and B are extremely difficult to attack, not to mention that it's a literal up-hill struggle for the attackers moving through a lot of open ground. I wouldn't mind if this map were removed entirely. Black Bolt is a bad map designed for a bad system. On linear attack maps the spawn point of the attackers should move forwards onto the point that was just captured to reduce the slog, like any good linear attack map is in say, Team Fortress 2, Battlefield 1, Overwatch ... etc. That's what needs to happen on Zedek. The game is currently so reliant on Rhinos being forward spawns but it's not hard to fix. This system has worked for the past 6 Battlefields and I struggle to understand why people object to it and I find it funny people who have thus far replied find it hard to identify any legit flaws in the system. What we have now though is just bad, and the Battlefield system upon which I'm basing my suggestions here is outright better in every way, and I've yet to see anyone post why it isn't. That's what I meant before you said this: Fine with me considering your previous topics. Go make some more threads about non-issues, like disabling the weapons of people who do accidental team damage, and making IG a vehicle-only faction in a game that's made using vehicles a form of hell. Meanwhile, I want to get what is arguably one of the biggest design flaws of the game righted.
1) Nobody would use the rhinos, why bother? 2) Squadleaders would have to refrain from jumping into the fray, otherwise the whole squad is left with no spawnpoint; considering noobs often become squadleaders, we'll see lots of butthurt there. This crosses with the whole other topic of "give players more incentive to actually win the game instead of killfarming", how people just go about doing their own shit and are not interested in issuing commands and trying to direct their squad like a good squadleader should Simply said: it would just complicate things wayyy too fukn much. But i like what u added about Rhino mods (weapons, shooting points, smoke grenades etc.). Hell, rhinos were seldom seen without smokelaunchers in TT, and in EC they're just bare metal bawxes.
I think spawning in vehicles is fine. In current maps logistics is not really a need so if we cannot spawn in vehicles they suddenly become next to useless. What could use improvements is instead spawning on cap points as players seem to spawn in random locations near the point. Keeping the squad together this way is complicated. Imho we could use a different spawn system for defenders, where players have to create a spawn point using an object. This could be a beacon for drop pods for marines or portals for eldar chaos. Defenders should set the point where to respawn and protect their spawn point as well.
If you like that idea check this out: http://forum.eternalcrusade.com/threads/garrison-v-2-0.61953/ Which would effectively help this idea along. I would say that squad lead should have access unique capture point that's just a generic "teleport homer" like from Relic's SM. His squad can jump to him via the vehicle transport terminal once every 300 seconds. If they cap a secondary objective they can use him as a spawn point every time they spawn so long as he remains with a certain distance from it, otherwise, gotta run or use a vehicle.
Squad lead spawning means monster closets if your squad lead finds a nice place to wedge himself, which would be especially easy as an assault marine/Stormboy/Swooping squad leader because now you can get classes into places they were never meant to be able to get to. Also direct reinforcement on top of the point with no way to remove but going in and killing the squad lead, as opposed to killing a transport which is relatively easier being easier to spot and likely not surrounded by allies likewise defending the point and incidentally their squad lead. And of course there's the idea of invisible or quickly moving squad leads just running from melee players or dodging around into cover until more allies spawn on top of them and suddenly turning a 1v1 into a 1v2 and constant reinforcements appearing on him as you try to hack him down. I could probably think up more, but I assume you get the idea. Someone else had a nice idea of a deployable though which I think would be a decent compromise.
Rhino's as mobile spawns are our one and only method of squad spawning. Inner squad/squad only game mechanics are nearly non existent as it is. I feel we actually need more methods of spawning with our squad mates, and we need more methods of getting around the battlefield, methods that do NOT involve cheesing suicide/redeploy. Drop Pods, squad teleport, AI flown aircraft "hot dropping' the squad at locations selected by the squad leader, vehicles spawning at certain objectives(bikes) like you see in BF4 or BF1. Intermittent spawning on the squad leader should be a thing, in the form of a cooldown ability the squad leader can activate that allows squad spawning on his/her location for say, 60 seconds, with a 3 to 5 minute cooldown. And yes, of course SANITY CHECKS on WHERE you can and cannot spawn, along with not being allowed to spawn on jump or flying squad leaders. Squad based game play... that we were all sold on... needs an official department @BHVR studios with someone in charge of actually developing and implementing squad based game mechanics. Anyone can heal anyone from any squad. Anyone can revived anyone from any squad. Anyone can give ammo to anyone from any squad. The squad roster window is simply a roster, NOT a squad status window because there's ZERO information on the status of our squad mates in this UI panel. Operating as a squad is a concept, not a game mechanic. We could be running around in a huge zerg as is in game with no squad. The squad is a paper tiger in sore need of claws.
I'm not sure about the overall thing, but making SL spawning a wargear thing is probably a bad idea, mainly because you get the following problems: 1) The SL can't be allowed to die and will get yelled at if they do (as many have already said). 2) If it's a beacon, people will try and find unfair places to put them (people in Planetside 2 do this already). 3) It'd become a requirement. You have it, but don't use it? You get yelled at for not taking it. You haven't unlocked it yet? You'll get yelled at for playing said role/class without having it, and told to play something else till you do. It all comes down to what people consider the meta strategy. Something like this would part of that, and wouldn't be changed till it got nerfed into the ground. If it was a spawn beacon for the Orks, I'd say just allow the Mech to carry a Custom Tellyporta, but I'd honestly say that'd be better used as a dodge roll modifier or allow it to be aimed and then he warps to that location, but that's something completely unrelated to this topic
I like that idea, maybe it would help people to play more as a squad. Though of course it could lead to all kind of abuse so i don't know, maybe something to limit it a bit.
I like this idea and think you should put it in the suggestions forum (if you haven't already). What I would do, however, is make it so the Squad Leader can activate a spawn beacon on himself (or herself, but I'll stick with the masculine for convenience) using the in-game voice command interface and which requires him to remain stationary, removes him from cover and makes him stand up whilst a very visible animation plays out (thinking big radio antenna for Space Marines, maybe some sort of webway effect for Eldar, that kinda thing). This means it couldn't be used to flood capture points, because they'll be extremely easy for defenders to focus down and kill. Edit: To this end it would need at least a few seconds lead-in before the beacon became active to prevent very well drilled teams from abusing it. For complete clarity, your allies can only spawn on you whilst you've got the beacon activated. Such a system would clearly need something in the UI to assist PuGs in utilising it effectively (or have voice chat reactivated).