3 or 5 second invincibility upon spawn? Shield wall at barracks?

Discussion in 'Feedback' started by Maxaxle, Dec 24, 2008.

  1. Maxaxle

    Maxaxle Member

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    I'm just so sick of spawn-killing, I think we should either:
    -make players invincible for 3 or 5 seconds after spawning
    -create an anti-bullet wall that lets bullets out but not in to prevent spawn-snipes, spawn-rockets, spawn-gun-downs, etc., and it would give 'racks a fighting chance against tanks, APCs, and the like.
     
  2. Omneh

    Omneh Member

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    This is wrong on so many levels.
     
  3. Emp_Recruit

    Emp_Recruit Member

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    nooooooob
     
  4. Demented

    Demented Member

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    I'm content with 'invulnerable for 1 second or until fires weapon'.

    If it takes longer than 1 second for you to get your bearings in a barracks, you need more coffee. :p
     
  5. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    ohh ohh I know... make like pod things that you just pop into and you can look around while your in the pod and can't get hurt untill you step out or the building blows up.(building blows up and you die if your in the pod)
     
  6. Castrol GTX

    Castrol GTX Member

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    Its already hard enough to assault a barracks on foot, this would make it impossible.
     
  7. communism

    communism poof

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    They are.
    5 seconds to be exact but most servers disable it for gay ass escort
     
  8. Chris0132'

    Chris0132' Developer

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    Er, I thought we already had spawn immunity?
     
  9. Lollum

    Lollum Tester++

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    Just turn it on again and remove it on escort using the map's config-file.
     
  10. Starcitsura

    Starcitsura Member

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    This already exists.
    Its not just disabled because of escort, but also because of APC's
    Jumping out of an APC and running around the enemy com for 5 seconds of immunity is bad for the other team.
     
  11. Maxaxle

    Maxaxle Member

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    @Star: I meant simply for 'racks. APCs might as well give you a suit of armor while not being able to fire.
    @Recruit: Oh come on. you're the one named emp_recruit. And besides, it's obviously a good idea to prevent spawnkills (which I often end up with).
    @Demented: xD I don't drink coffee though.
    @Castrol: The building itself wouldn't be invincible, but the idea is to keep snipers and machine gunners and other such enemies from spawnkilling.
    @All: What, we already have temp. invincibility? Funny, I haven't seen that yet...
     
  12. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    1. It's Simon
    2. emp_sv_spawn_protection
     
  13. LordDz

    LordDz Capitan Rainbow Flowers

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    Guess I have to stop placing mines in the rax then.. :(
     
  14. Trickster

    Trickster Retired Developer

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    I turned spawn protection off on emp4all. Spawn protection sucks, its too easily abused due to apcs, 5 seconds is insane, In my opinion half a second is too long. I do however agree in some rax only protection, maybe 1 second spawn protection or until you fire your weapon, whichever comes first, but not apc.
     
  15. Aquillion

    Aquillion Member

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    I was pretty sure APCs didn't give spawn protection anyway.
     
  16. Private Sandbag

    Private Sandbag Member

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    spawn kills: where you wait 7 seconds to respawn as a rifleman to blow their ass apart, and they then lose the 60 seconds or so it took them to actually get to your barracks. spawn camping really doesn't benefit your team in empires, except to take down a barracks. which is neccessary.

    because sometimes it's difficult to destroy a building quickly repairable from the inside with fully healthed, fully reloaded players constantly spawning in it.
     
  17. arklansman

    arklansman Member

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    :rolleyes:
     
  18. Sneaky

    Sneaky Member

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    If you can't be bothered to stop people from blundering into your rax with an HMG (because in 2.2 ONLY an HMG-er can spawnkill more than 1 person), then why the hell should your sorry ass be saved by magical shields?
    Even in 2.12 where camping NF raxes on the emp4all server with the HAR was super effective and entertaining, for me at least, there was always the option of spawning somewhere else, but of course they never do, because they want to keep that rax, they just cant be bothered to stop me from walking right the hell into it.

    Here's your spawn protection: have a grenadier deploy a mine at each entrance, people started doing this to me after getting their behinds handed to them 0.001 seconds after spawning. Also build a few mg turrets around your rax. A rax is NOT an easy way to get lock down a front line, its a powerful, but vulnerable tool. Protect it or lose it.
     
  19. Z100000M

    Z100000M Vithered Weteran

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    It would be fine to have a shield (not escort!) but not being able to shoot and use skills in that time...
     
  20. Aquillion

    Aquillion Member

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    Several things.

    First, being spawnkilled just isn't fun. This is an especially important point when you realize that often, the people getting spawnkilled in an unfun manner are not the ones responsible for you being able to walk in.

    Second, obsessively defending a rax is not fun. Engineers only get one or two sentries, which they need to move constantly in order to be effective (especially in the latest version.) Grenadiers only get eight mines, and receive no notice when one they've placed has been set off, so they don't know to replace it. Any player who places an important defense is annoyingly stuck as their current class -- if they change, the defense vanishes. That sucks. It isn't fun at all. Comm-placed turrets are a bit better, but the game should not suck for all the infantry because the comm forgot to place one turret -- and that is what you are heavily implying here. I love sieges and am all for defense, but in Empires, for the most part, one guy slipping past your defenses should not be a big deal. Defending against every single guy, every single time, with massive damages or losses if they slip past, is horribly annoying and should not be a part of Empires mechanics.

    Third, because of the above, Empires does not have hard, severe battle lines on most maps (excluding a few with chokepoints.) This was one of the reasons 9-mining ended up getting taken out. Walking into the enemy's VF is not hard. Dashing into the enemy's rax is not hard. Even with turrets and mines, it is no more difficult than bailing out of a speeding vehicle at the correct moment, and hopping a mine. It is not something you should be as proud of as you are. It is not an accomplishment. The game's design does not make it difficult. It should not yield great rewards.

    Fourth. If you are close enough to get into the enemy rax, there is a good chance you could have taken a stab at destroying it instead, if you'd planned that out. Point-farming is something that should absolutely be discouraged. Staying inside a rax, or right outside it, and killing everyone who walks out for an extended period of time should not be a viable strategy under any circumstances; at best, it should be something you do to kill the one or two people who arrive to defend it as your buddies blow it up. It doesn't matter that the people you're killing are ZOMG NOOBS or whatever; you should never be put in a position where you can get more points by farming those noobs than by blowing up the rax. Destroying the rax should always be your goal, and it should be a major, important goal that occupies your full attention. Temporarily suppressing the rax by killing people as they come out of it should, therefore, not be encouraged -- and with the current point system, there is a very real danger of accidentally encouraging it. Blowing up the rax entirely nets you only one point; you should not be able to get more than that simply by sneaking into it.

    For this reason, I would add an additional suggestion: Regardless of spawn protection, killing someone who spawned in a rax / hardcoded-spawnpoint within the past ten seconds who has not yet fired their gun should not award any points and should not appear as a kill for you on the scoreboard. The reason here is simple -- while you may still be costing the enemy a ticket, when someone is just two feet from their spawn you are not achieving as much for your side as you would be by killing someone out on the frontlines. On top of this, if you get many kills from people just coming out of their spawn, there's a good chance that the reason for this is because you are killing the weakest people on the enemy team, simply in order to earn points. Kills that do less to help your team should not be worth as much. Likewise, and for similar reasons, such kills should not cost the victim's team a ticket.

    Spending an extended time farming a rax should not be encouraged. The prize should be for blowing it up, and any attacks you make on it should just be to buy time until that happens. (Possibly, if a rax is destroyed while you've gotten one of those no-scoring kills in the past minute or so from it, you should get a single point then, since you probably contributed to killing it.)

    I believe Krenzo said something along the lines of -- walking into an enemy rax ought to be suicide. That more or less describes how I think it should work. Your goal should be to destroy the enemy rax, not whore it for points. A suicide rush to distract the enemy or kill repairers while the rest of your team is shelling the building is fine. Trying to artificially inflate your score and kills by killing lots and lots of people just as they spawn is not fine, and should not be possible.

    The existing spawn protection is lost when you fire your gun.
     
    Last edited: Dec 28, 2008

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