Background Image

Suicide Teleports

Discussion in 'General Discussion' started by DrDooManiC, Aug 17, 2016.

  1. Lerdoc Katitof Well-Known Member

    Isn't that what redeploy button is for?

    Anyway, the fault is in how respawns work.

    In my perfect world, respawn points should NOT be conntected to actual points, but to quickly capture-able side objectives.

    You want to keep your reinforces on that point coming in? Keep that teleportarium/warp gate running and protected, otherwise opponent will cut and disable it and when main objective is capped, it'll become his.
  2. GreyNight ArtemK Arkhona Vanguard

    this actually sounds like a really cool and immersive idea that's not so hard to implement
  3. Lerdoc Katitof Well-Known Member

    And it allows to actually force people to go out of that clusterfuck point at tug of war maps.
  4. I'm a bad.

    I run to every point unless I was already dead and change spawn points. I dunno...feels more..well not realistic but...how the game should be played?

    Feels like I'm actually in a warzone if I have to survive to my destination.
  5. Bogrol Bogrol Steam Early Access

    The necessity for something like this is created by two things:
    1. Game Mode: Supremacy (Domination)
    2. Map Size: Medium (Medusa Relay)
    What happens? Travel distance is too long forcing the redeploy option. It's within reason to keep this feature but it's better to support the teamwork momentum of players with one simple change...
    The medium/large map are best for Deadlock (Tug of War) as the need to redeploy or travel to capture point is almost not required (for defenders). Smaller maps (not Medusa Relay size) with clear and short travel-distances offer more immediate PvP interaction with less need for Redeploy or Transport.

    Quite simply:
    Supremacy for small maps;
    Deadlock for medium/large maps;
    Fortress for large maps.​
  6. Redeployside 2 confirmed :D
    0strum likes this.
  7. Fiesty_Won Fiesty_Won First Blood!

    Make redeploy timer longer, so they have 0 chance to stopping a capture?

    Increase suicide time?
    Orkan and Lawro like this.
  8. Aye, you're only hurting your team if you dont cheese the system, and the system is pretty cheesy right now. Fast travel via suicide should NEVER be rewarded or encouraged in a video game, especially a PVP game.


    My thoughts and humble suggestions. These would all be used as a whole.

    1. - Only being able to recall via Teleport to your DZ when you use the Redeploy feature. No more instantly dropping dead. That's immersion breaking. If you "recall" your character takes a knee, a 10 second timer counts down, and you teleport to your DZ. Once you recall to your DZ via the redeploy feature, you automatically spawn at your DZ as both a defender or attacker.

    2. -Located at each DZ is a teleportation chamber. You can teleport to any uncontested friendly owned objective.

    3. - Objective spawning. If you suicide, are shot by enemy or friendly, you can only respawn at the nearest friendly owned objective or at your DZ. If your faction owns nothing, you respawn at your DZ. Keep in mind if you simply "redeploy" you take a knee, countdown 10 seconds, then redeploy at your DZ automatically with no respawn timer. Suicide, death or friendly fire on the other hand you have the death screen, and the redeploy timer.

    4. - You can always Redeploy to a mobile spawn after being killed by enemy, friendly or via suicide with the normal respawn timer.

    5. -Spawning on your Squad Leaders location using a teleport homer located on your squad leader's gear. The Squad leader can activate the teleport homer, allowing his squad mates to spawn on his location for 60 seconds. Players can only spawn on their squad leaders' homer if they are killed/suicide and/or redeploy to their DZ. Once at the DZ they must access the teleportation chamber. After the 60 second window there would be a 180 second cooldown on the homer that follows the squad leader through death. Teleport Homers cannot be used any closer than 100m from any enemy held location. Teleport homers cannot be carried by Jump Troops. Time frames, of course, would be open for adjustments.

    6. Any accidental or intentional self inflicted death always adds 20 seconds to your respawn timer, on top of the normal countdown. Much like attrition matches, multiple self inflicted deaths in a short time span ADDS more time to your respawn, to deter players from trying to cheese the system. For every suicide additional time added to regular respawn timer : +20 seconds first suicide, +35 seconds 2nd suicide, +50 seconds 3rd suicide... within a 2 minute time frame.
    Orkan and Lawro like this.

  9. Problem is that's punishing everyone and we'd be looking at a 30 to 55 second respawn timer after every legit death.


    I like the sound of this. Increasing respawn time for Redeploy, suicide. The problem is you could have a squad mate shoot you, thus bypassing the longer timer for suicide or redeploy. If we add a longer respawn timer if you get killed by friendly fire... well you can imagine the problems players would have with that.
  10. Krage Krage Prefectus

    I like the idea of redeploy forcing you back to the main spawn, it can be a few seconds to respawn mostly just changing out kits when used vs rapidly deploying across the maps.

    That said, if a squad leader has some loadout or something it would be cool for a squad redeploy option once a match or something via drop pods, rok, webways etc.

    It can be strategically used to turn the tide of battle even which would help disrupt any snowballing or entrenched areas...then again this is a straight lobby shooter now so that may not work in the grand scheme of things.

Share This Page