Since it's seamless and persistent a ticket system doesn't really make much sense but I love the rest of the suggestion. Can you think of another way to implement this? (One other thing is they shouldn't be given free Rhinos those should cost resources).
Some good discussion here, guys, and a good topic. Respawning will probably be a part of the game where we "handwave" the lore, since it's very hard to meld the established lore and a respawn system that supports a game. If we hit on the perfect solution we won't reject it, but it's hard to mesh this particular game mechanic with the lore. That said, we're talking about this right now, and would love to hear your thoughts! What games do respawn well? What don't you like about the games you've mentioned? What games do you think have good penalties for death? What respawn systems are too punishing?
Actualy dunno but if anyone noticed but seeing someone named fabius make a topic about respawning is kinda funy. (blood angels series is all i can say without a spoiler for who has no idea) Warp makes sense for csm.
I did like the old clone chambers in Star Wars Galaxies, however how Planetside handles it would be best, having the option to re-deploy onto the battlefield.
No Respawn System is realistically too punishing. No game in this Genre has really done it well if I'm honest (at least in my own opinion). Planetside 2 was horrible it felt like playing CoD on a larger scale because you just zerged, died and you were back in the fight in under 30 seconds. WW2OL did it best I think, respawn or "reinforcement" points should be behind the lines (unless you deploy via drop pod into the fight though that should be for fresh deployments not respawns). Perhaps spread the respawn points out perhaps 1-2 minutes on foot from the actual frontlines. Disable any respawns in areas that are currently under siege or under attack (attribute it to warp disruption of the machine spirit or whatever way you need to justify it in terms of the lore). Grind fests are boring, it is much more fun to respawn, reorganize and deploy as a group rather than just spawning in one by one. On the issue of drop pod deployment perhaps wait until you have 8 players in a respawn queue and throw them into a drop pod together?
Really? I don't feel that makes for fun gameplay, it just turns it into a TDM and removes all forms of tactics beyond who can overrun with more bodies.
There are a fair amount of tactics in PS2. Zerg rushes have to be supported by usually air, sometimes armor; squads have to deploy to satellite checkpoints, then defend those points. Seeking out sundy's is usually relegated to squads and/or squad members as well. Flanking maneuvers have killed entire pushes, whereas I've also taken part in outflanking the flanking maneuvers and saving entire pushes. Of course, I'm speaking from my experience in EXE, which is pretty organized compared to other outfits.
I kinda agree with Tornadium; and i think at least as he said This way as in planetside 2 you wont have a zerg fest also i remember capturing bases and waiting for like 5 mins because of timer on the spawner area go off to fully capture the base etc. Thinking how you are thinking to approach i think reinforcements via transfer with drop pods and land carriers would be best. And lets say that drop pods have cd or cost. So using carriers etc to get there first lets players to regroup, second thinking how they will be together it would feel as reinforcements have come. Also it makes vehicular combat viable because you would want to cut reinforcements etc. So i agree with Tornadium. Lore aside, at least reinforcements points should be behind lines. Edit: I also think that spawning behind the enemy lines is a good death penalty.
Well we could, if implemented properly, see thunderhawk or drop pod insertion possible but at a higher ticket coast to the commander, these reinforcements would arrive faster and be a bit more dramatic. Yeah the rhinos will cost resources, its part of the reinforcement ticket cost. So lets give an example. There are 100 SM assaulting a fortress. In the first 15 mins 12 are 'knocked unconscious' and revived whilst 3 are now permanently dead so to speak. The commander could have the option to teleport these 3 back in, but thats unwise as they are clearly careless with their lives and that is not worth the ticket cost. So these 3 dead men will have to wait, a period of lets say.. 7 mins? give or take on the situation. By this time there are now 15 dead men. The commander has noticed that his left flank is in danger of being overrun as forces from the fortress push back. The main body of the force is still attacking but are being worn down by the lack of men missing. Therefore the commander decides its time for the reinforcements to be brought in (we could have reinforcements as a limited system such as 3 waves allowed in an hour or constant with ticket cost). He decides that 10 men will ride to support the main attack force in 2 rhino transports (could uprgrade them to razorbacks for extra resources?). However he knows the left flank needs immediate reinforcing. Therefore he selects perhaps out of the 15 men, the highest ranked / best scored / already in a squad together 5 men. These 5 men will be drop podded into posistion to provide immediate support to the location within 1 min of the reinforcements requested. The rhinos will arrive in 3 - 5 mins given how far ahead the assault has moved. So we could have: (for Space marines anyway, others would differ) Teleport 30 tickets per person - 10 second deployment time Drop Pod 25 tickets per person - 1 min deployement time Thunderhawk - 20 tickets per person - 2 mins deployment time Rhino - 10 tickets per person - 5-10 mins deployment time (biggest wave) Walking - free - 10 - 15 mins depending on how far the battle is away, can be selected by those who dont want to wait? This promotes an extreme stratergy that will heavily vary on the commanders live action assessment of the battle. Thoughts?
We must have played a different game. I was in Enclave since beta there there literally were no tactics, we just dicked around and we still won because TR had numbers despite other outfits actually working together.