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Distributed or Delayed re-Spawn?


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#1 palebear

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Posted 22 March 2012 - 02:29 PM

Hey, I was wondering what people would think about a game mode that had limited respawn, like the dropship mode, but where the respawn points had either obstacles, timers or long distances to travel before being back in the action.

For example, once your first mech is disabled you may have to wait 5min while the astechs are firing up your backup mech - or you may have to run to the battle site from a long way off, simulating a response for support.

Perhaps the mech bay doors have been bombed and to get into the action, the first re-spawn mech now needs to blow away debris to allow it to get through and back into the action.

Any thoughts on these type of re-spawn mechanics?

#2 Jahooley

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Posted 22 March 2012 - 02:53 PM

i would hope this is the case anyway, i dont want to win a duel and then have the guy appear behind me in a shiny new mech and destroy me before my weapons have cycled.

tbh im against respawns in the game but since we are going to have them in a game mode there should be a time delay to get into a new mech and then come in away from the fight.

#3 palebear

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Posted 22 March 2012 - 03:01 PM

That's kind of what I was thinking about as well - it'd be more appropriate to me if the respawns came in waves. Even if that means that one team has to wait for 3-4 mechs to be disabled before allowing a respawn of mechs to occur.

#4 Dirk Le Daring

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Posted 22 March 2012 - 06:33 PM

For a game mode like the hot drop that has been mentioned, I do like the idea of not spawning close to or in the action. However, I have seen many times that spawn points become the focus of many players, thus creating the problem of spawn campers/killers. It will not take long for people to identify those points and use this tactic. Even random spawn points are not random, they are set points.





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