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Spawning

Discussion in 'Ask the Team' started by Azmodi, Feb 29, 2016.

  1. Azmodi Azmodi Preacher

    There has been an issue that we need to have Squad Sergent as a spawn point. It really sux when your in battle for a capture point and your killed and now the closest spawn point is 200-300 meters away. By the time you can get to the capture point again you have to set and wait for your squad to show up again. I think if I would have started making this game I thought well this is a squad base game it surly would be nice to have spawn on Squad Sergent. YOU THINK *HINT*HINT*
  2. GreyNight ArtemK Arkhona Vanguard

    you do know what a rino is, don't you?

    HINT: it's a mobile squad spawning point
  3. Azmodi Azmodi Preacher

    ya well when there all out there, and your squad cant get 1. Its nice to have a secondary mobile spawn. Now (more than ever) with the longer cool down time on Rino's respawn, if its taken out and none left, you are now stuck running across the hole map. More times than not now its a lose of capture point.
  4. GreyNight ArtemK Arkhona Vanguard

    the more reason to watch over your squad's rino. It's a question of coordinating. Mobile spawn point is definitely not a good idea, since it will be 4-5 guys emerging alongside their sergeant all the time. It sure prolongs combat times, shortens travel times, which is a disadvantage to snipers and a GOD_BLESS for melee. Imagine that MoN, almost dead, and second later his 4 friends emerging out of him. No. Just. No.
    rhoomba and Franky_Shtein like this.
  5. tanksin tanksin Recruit

    i think spawning closer would be nice, clicking spawn A shouldnt spawn you all the way over at c. not too much closer but there has to be a happy medium
  6. Tarl68 TARL68 Arkhona Vanguard

    whats to stop the "sargeant" from running into a capture point area and then his whole squad redeploys onto his location

    its things like that that make such a mechanic unlikely to be implemented
  7. XavierLight XavierLight Well-Known Member

    Deployable Teleport Homer/Spawn Beacon: Takes your Equipment slot, only usable as a Tactical or race equivalent, hold consumable use key to deploy beacon on ground, hold again to pick up and put away. Beacon can be destroyed.
    rhoomba likes this.
  8. RageScreama RageScreama Well-Known Member

    This makes way more sense then spawning on a squad leader. Although being able to recover it and redeploy it seems like a bit much. It should also have a lengthy setup time so it doesnt just turn into a space marine pokeball scenario. I choose you squad of tactical ground assaults!!

    Edit: also maybe have limited number of spawns per team with timer cooldown so it would become more tactical.
  9. Ser DJ Hodor TheBurgerMeister Well-Known Member

    No dear god no. That is one thing that killed Planetside 2; spawn beacons.

    There is a Rhino, it works really well and spawns your squad in for you just fine. It can be killed so your team has to watch it as well as the point. Most players don't realize you can switch squads and go from a 5 man squad to a 10 man squad (max). Having 10 people all spawn from a Rhino is pretty nice and works just fine.

    Having players spawn on you is just going to be hell and it was dumb in Space Marine. Oh, you got a guy from behind unawares? Nope lol, his team mate just spawned on your head and killed you.

    Dumb idea.
  10. XavierLight XavierLight Well-Known Member

    Give it a 3 second set up time, to make it difficult to use under fire and make it so.it can't be picked or restocked without dying/respawning. Hell, you could even make it so it stops working if the user dies, which would stop Tacticals throwing it out and then respawning as a different class.

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