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| Battlefield 2 - Forgotten Hope 2 Mod Discussion of the Forgotten Hope 2 mod for Battlefield 2. |
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#1 (permalink) |
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Join Date: Mar 2007
Posts: 16
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reduce de respawn time
right now we have 15 sec of mandown time and another 15 of respawn , since the mod dont have medics , IMO the mandown times is useless , but it add atmosphere so i got an idea
why not make the mandown time 15 sec , but the respawn time 5 sec , so you spend most of the time looking at the sky instead of looking at players . |
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#2 (permalink) | |
![]() Join Date: Jul 2007
Location: Colorado Springs, CO, USA
Posts: 1,089
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Re: reduce de respawn time
Quote:
![]() Bernout |
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#4 (permalink) |
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Join Date: May 2007
Location: England
Age: 15
Posts: 1,368
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Re: reduce de respawn time
I think perhaps a PR style system would be good, with, say, a 20 sec spawn time, no man-down time, and longer spawn times added for Teamkillers (perhaps 5 secs added for every TK)
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|TG-Irr| westyfield ![]() Thanks Oldirti for this sig! Irregular since Sept 15th, 2007 I'll procrastinate... later. |
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#5 (permalink) | |
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Join Date: Mar 2007
Posts: 16
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Re: reduce de respawn time
Quote:
IMHO , 20 sec should be enought ,either full 20 sec of mandown time (so you dont see other players ) or full 20 sec of respawn time (witch IMO quite a bit of inmertion) or a mix of them (15-5, 10-10 ,etc) |
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#6 (permalink) | |
![]() Join Date: Jul 2007
Location: Colorado Springs, CO, USA
Posts: 1,089
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Re: reduce de respawn time
Quote:
Bernout |
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#7 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,277
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Re: reduce de respawn time
On our PoE2 server, the total downtime is 40 seconds.... 20 seconds Critically Wounded and 20 Dead.
On the FH2 server, the total down time is 30 seconds. There is no medic/revive, so the critically wounded time is currently set to 5 seconds (to simulate a quick, but not instant death) and the "dead time" is 25 seconds. Keep in mind that FH2 has only been out for a few days, and we're still tweaking the server settings - trying to strike the right, delicate balance between realism and gameplay. With FH2's damage system, strong squad-cohesion and careful tactics are required, and we want to reward quality teamwork, and disuade "ramboism". Managing spawn times is one way of managing that. Anyway, we need and appreciate YOUR input on this subject - please keep the opinions coming! (Keep in mind that there is a wide range of play-styles represented in the FH2 playerbase, so please be respectful of others' opinions) |
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#8 (permalink) | ||
![]() Join Date: Jul 2007
Location: Colorado Springs, CO, USA
Posts: 1,089
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Re: reduce de respawn time
Quote:
I think 40 (5 + 35) seconds would be a good compromise for FH2 as well.Quote:
Bernout |
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#9 (permalink) |
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Join Date: Aug 2007
Location: Michigan
Age: 22
Posts: 1,343
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Re: reduce de respawn time
I think the 30 sec respawn is fine, HOWEVER, one thing I have noticed is that if you get KILLED, your spawn time is only 15 seconds. So anyone in vehicles or anything where you cannot be "revived" have a shorter respawn than the person who gets mowed down by a machinegun or rifle and becomes "Critically wounded" ("Incapacitated" in FH2). I think it should be 30 seconds killed and 0 seconds wounded (if that is possible).
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#10 (permalink) |
![]() Join Date: Dec 2005
Location: Baltimore, MD, USA
Age: 40
Posts: 171
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Re: reduce de respawn time
Yes, I have wondered what the point of having an "incapacitated time" is when there is no healing that will save you. The death cam seems a tad long the way it is was well.
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"Democracy is the theory that the common people know what they want and deserve to get it good and hard." - H. L. Mencken |
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#12 (permalink) |
![]() ![]() Join Date: Nov 2006
Location: Dallas
Age: 22
Posts: 698
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Re: reduce de respawn time
I think right now as it is there is no value on your life in the game. Big problem for me I suggest reducing the incapacitated time to 0, but up the death time to some were between 60-90 seconds.
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#13 (permalink) |
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Join Date: Aug 2005
Posts: 4,639
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Re: reduce de respawn time
I helped admin a PR scrim and with the long death times it occurred to me that apart from the beginning it wasn't a full army versus a full army. At any point 6-12 people per team were alive while the rest was staring at respawn screens. That's not epic, that's piddly little special forces action. Forgotten Hope is supposed to be about full on warfare between two large armies. A 60-90 second respawn time will turn it into piddly special forces with slow firing weapons. Again, FH2 should not be small warfare, it should be full army battles meaning a far shorter respawn time than 60-90 seconds. I second Ikonic's suggestion.
Lucky Shot Last edited by Lucky Shot; 12-22-2007 at 10:07 AM. |
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#14 (permalink) |
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Join Date: Dec 2007
Location: Somerset, England
Age: 28
Posts: 44
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Re: reduce de respawn time
People putting "value" on there lives in one thing, making it so everyone just hides in a hole so as not to get killed is another. With my PC and net it would be quicker for me to change servers everytime I die rather than wait over a minute. 60/90 is crazy, no one would play on the server (save you) if the wait time was that much. As Lucky Shot said, whats the point of having a few people fighting and 50 over looking at a dead screen? If people get kicks out of being dead for minutes they can go and play PR. 20 seconds total time is plenty.
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#15 (permalink) |
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Join Date: Nov 2006
Location: Canada
Posts: 579
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Re: reduce de respawn time
Lucky Shot - what your asking for simple isnt possible on BF2 engine.
IMO - all shorter respawn times does is encourage spammy, suicidal and stupid tactics. It DOES NOT make the battle feel larger or anything like that. The only thing that would make the battle feel larger, is getting a higher max player count.... just have to wait for a next gen game with the right engine to pull that off... until then, just gonna have to live with 'pidy little special forces action' cause even with an insanely short respawn time, that is what it feels like :P
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