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#16 (permalink) | |
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Join Date: Feb 2007
Age: 32
Posts: 586
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Re: We've all got issues...Lets talk!
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It has to be long enough that it discourages flat out rambo'ing but not so long that it encourages everyone to just hide in a corner and try not to die. TF2 is a good recent example of how spawn times/death penalties impact game flow. Under normal conditions death penalties are very light. It doesn't take long to get back into the action and the gameplay tends to be fast paced as a result. However there is a "sudden death" mode which can be triggered as a tie-breaker or when a map time limit is reached. There are no respawns in sudden death. What's very interesting is to see how peoples playstyle instantly changes when sudden death kicks in. Suddenly it's a giant turtlefest with both sides just trying not to die rather than trying to win. These are the same players playing the same game yet suddenly their playstyles changes 100% based purely on the death penalty/victory conditions.
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#17 (permalink) | |
![]() Join Date: Jan 2007
Age: 31
Posts: 2,351
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Re: We've all got issues...Lets talk!
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#18 (permalink) |
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Registered User
Join Date: Nov 2006
Location: Ottawa, Canada
Posts: 1,641
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Re: We've all got issues...Lets talk!
There is an option called a "wave respawn" which spawns people in groups. I'm not to sure how it works, but it may be good for keeping groups of people together (if it works like in Quake Wars).
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#20 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,251
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Re: We've all got issues...Lets talk!
IMHO from debating this for TacMod was a generally considered ideal position from the community here at TG: Start with a significant but not punitive respawn (15-30 sec) and then add an increment based on additional deaths. So for example your base respawn time is always 15 secs plus each death x an additional 5 seconds. After a many deaths your respawn time can seem punitive, especially if you are dieing much more frequently than the rest of the group.
Obviously this will tick some people off, but that is sort of the point as perhaps they will start to follow those that don't die as often and learn from them. Now I'm not sure if this is possible to mod into the game, but for my .02 it has the most upside for any respawn driven game.
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#21 (permalink) |
![]() Join Date: Feb 2006
Location: Fort Worth,Texas
Age: 22
Posts: 5,839
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Re: We've all got issues...Lets talk!
The only bad thing is with COD series, the maps are only about 1/4th to an 1/8th of the size a any Battlefield style map, so its very very easy to be killed.
Hopefully raising the respawn time from 8seconds to 15 will help a little bit more, if not I could even deal with 20, that would probably be my max, for any of the gamemodes. |
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#24 (permalink) |
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Join Date: Jun 2005
Location: In my wifes house......if she says i can
Age: 25
Posts: 8,627
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Re: We've all got issues...Lets talk!
The stock maps where about the same if not 50% bigger, but they where alot more open as well. The Custom maps where huge, like it took 2-3 minutes to actually move up the objective then engage. Custom maps will be a yes on the server once they start coming.
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#25 (permalink) |
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Join Date: Feb 2007
Age: 32
Posts: 586
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Re: We've all got issues...Lets talk!
That's good to hear. I gotta say I love the atmosphere of the CoD4 maps. They really make you feel like you are there in a way that other games do not. They just need a little more breathing room.
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#27 (permalink) | |
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Join Date: Feb 2004
Location: Lake Tahoe, CA.
Age: 31
Posts: 622
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Re: We've all got issues...Lets talk!
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I especially like your point about dead players, perhaps, learning from the people they have to watch, that are still alive, and learning from them.
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-- Vir-Chew-All ! ! ![]() ![]() "|SOG| Vir2L is just really COLDBLOODED." - TacticalGamer.com |
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#28 (permalink) |
![]() Join Date: Mar 2007
Location: Bridgewater, MA
Age: 40
Posts: 78
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Re: We've all got issues...Lets talk!
I play in an AA clan with a server of our own and we have a very strict rule against nade/203 spam in the first 30 secs of a round on a few maps thats really are affected by early nades. once all payers in the server realize that its a rules and WILL be kicked for doing it agian after being warned it really makes for a fun game. in fact we have many people who play on our server just for that reason. I think a rule about no early nades would be great for the TG servers.
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#29 (permalink) |
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Join Date: Feb 2004
Location: Lake Tahoe, CA.
Age: 31
Posts: 622
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Re: We've all got issues...Lets talk!
^^^ I have been in those games, and agree. There should be an early nade rule.
I know in CoD2, with conjunction with the mods we were using... you could set it up so the loadout wouldn't allow you to use nades for a certain amount of time (server config setting). i also remember playing AA, and for instance on Bridge Crossing, they had the no nade spam for 15-30 seconds. made things easy and more enjoyable. We don't need any cheap kills going on in our TG server. =D
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-- Vir-Chew-All ! ! ![]() ![]() "|SOG| Vir2L is just really COLDBLOODED." - TacticalGamer.com |
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#30 (permalink) |
![]() Join Date: Jun 2007
Location: Stourport - Worcestershire -UK
Age: 64
Posts: 542
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Re: We've all got issues...Lets talk!
This is good stuff.
I suggest the folowing be limited/stopped.> ammo [to what you could reasonably carry, then you need to resupply] air strikes weapons max 4 x rifles, 2 x hmg, 3 x lmg, 1 x sniper etc hold attackers at spawn for 5 secs or so then release EDIT [doh all that would happen there is the defenders would just charge and become the attackers LoL] I'll be back with more but tea is ready....... to continue> nade spaming perks, some of them are just plain stupid and very arcadey bunny hopping no hunting - play the task This is just my wish / nice for ME to have list
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"I like a man who grins when he fights" Sir Winston Churchill ![]() ![]() ![]()
Last edited by Barnaby; 11-26-2007 at 05:28 PM. |
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