- last post: 01.01.0001 12:00 AM PDT
safe respawn is easy to do when there are only 4 players in a map, it's a bit tougher with 16, or better yet, 32.
Posted by: Digital Chaos
I'm against all you guys here.
You can't stop spawn killing - It just can't happen.
You can't advantage spawn killers by spawning them invisible.
What if they spawn on a map like wizard invisible, that 2 - 3 seconds is enough to melee someone going for the flag in the back.
It would just make Capture the Flag to hard.
If your team can do it - I say go for it.
The stronger team will have the opposition being spawn killed.
Especially on a map like Blood Gulch.
that's where balance comes into play. A map like wizard doesn't have many issues with spanw killing. Maybe a quick second or so of shield recharging when spawing (so that you don't take damage - like when charging overshield) would completely wipe out spawn killing in wizard.
However, something like Blood Gulch needs a bit of protection. Much of this issue can be taken care of with level design. Each team could have 2 bases, one flag base, and an armory/safe base that the other team would have a hard time getting into and is spawn killing protected. Whenever you respawn you have the choice of spawing in the safe base and getting a better weapon/ammo/vehicle but being further away from the flag or you can spawn at the base, but you have to worry about spawn campers.
Also, if you do resapawns as deployments - i.e. time based - then spawn camping isn't as necessary a tactic for successful CTF play.