Welcome to Tactical Gamer

View Poll Results: How long should be the player respawn timer?

Voters
31. You may not vote on this poll
  • 30 seconds

    8 25.81%
  • 40 seconds

    14 45.16%
  • 50 seconds

    3 9.68%
  • 60 seconds

    6 19.35%
+ Reply to Thread
Results 1 to 11 of 11
Discussion: Red Orchestra: Ostfront / Red Orchestra - Map and Mod Development - Reinforcement Timer on Server #1 - Tzefanya has completed his first mutator for our Red Orchestra servers! This mutator allows us
  1. #1

    Strag's Avatar

    Join Date
    Jul 2005
    Location
    Columbus, OH, USA
    Age
    38
    Posts
    4,939

    Reinforcement Timer on Server #1

    Tzefanya has completed his first mutator for our Red Orchestra servers! This mutator allows us to do a few different things, but for this poll we'll only consider one: Reinforcement Timer. For some maps, this is the 20-second timer that determines when players can respawn after being killed. The mutator works in a way that allows us to alter this timer as a multiplier of its default value. So, if we choose a value of "2x" for the Reinforcement Timer x, the player respawn time will be increased from 20 seconds to 40 seconds on some maps.

    1.5x = 30 seconds
    2x = 40 seconds
    2.5x = 50 seconds
    3x = 60 seconds

    A few maps have either longer or shorter respawn timers (see Tzefanya's post directly below this one for more information), but they would be affected by the multiplier in a similar way.

    So, how long should be our respawn timer? Please vote and post your thoughts. This would be for use on Server #1.
    Last edited by Strag; 03-23-2006 at 06:16 PM.

  2.  
  3. #2


    Join Date
    Feb 2006
    Location
    Oklahoma City, OK
    Age
    32
    Posts
    998

    Re: Reinforcement Timer on Server #1

    Some maps have a 10 second respawn timer, like Konigsplatz. In that case, the 1.5x would be 15 seconds, 2x would be 20 seconds, etc. The reinforcement timers are set by the map maker and can even be set by the map maker to be independent. For instance, a map maker could set the Allies respawn time to 10 seconds and the Axis to 20 seconds. With my mutator at 1.5x, those times would be 15 and 30 respectively.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

  4.  
  5. #3

    Strag's Avatar

    Join Date
    Jul 2005
    Location
    Columbus, OH, USA
    Age
    38
    Posts
    4,939

    Re: Reinforcement Timer on Server #1

    Thanks, Tze -- my apologies. I've updated the original post to (hopefully) be more correct.

  6.  

     
  7. #4

    Santa's Avatar

    Join Date
    Jul 2005
    Age
    22
    Posts
    3,353

    Re: Reinforcement Timer on Server #1

    Whatever we choice first, i doubt will last. Not likely that we hit the right reinforcement time on the first go.

  8.  
  9. #5

    Tac-D's Avatar

    Join Date
    Jun 2005
    Location
    Boca Raton, FL
    Age
    39
    Posts
    116

    Re: Reinforcement Timer on Server #1

    ^^ What he said.

    I think 2x is a good 'generic' starting point. We can fine-tune later.

    I think it will make lives more valuable, and it will also increase the chances of people spawning in waves to help create our impromptu squads.
    Tac-D

    "You talk the talk. Do you walk the walk?"




  10.  
  11. #6

    Strag's Avatar

    Join Date
    Jul 2005
    Location
    Columbus, OH, USA
    Age
    38
    Posts
    4,939

    Re: Reinforcement Timer on Server #1

    You guys are probably right, but we'd like the community to decide what value we're gonna start with. Your input is definitely appreciated.

  12.  

     
  13. #7

    FriedFish's Avatar

    Join Date
    Jun 2005
    Posts
    927

    Re: Reinforcement Timer on Server #1

    Yeah, 2x sounds like a nice place to start. I'm sure most people understand that it's going to take a few tries before we get the timing just right.

  14.  
  15. #8

    DrunkenSoul's Avatar

    Join Date
    Jul 2005
    Location
    NYC
    Age
    25
    Posts
    1,132

    Re: Reinforcement Timer on Server #1

    I voted 60 seconds. Espically on the Server with pubs playing, we would like to eliminate as many run and gun players as possible, a 60 sec spawn timer would do that. This will make kills EVEN more rewarding

  16.  
  17. #9

    Turbo's Avatar

    Join Date
    Jun 2005
    Age
    29
    Posts
    3,926

    Re: Reinforcement Timer on Server #1

    This isn't a individual spawn timer either, you will still spawn in reinforcements. So if you die five seconds before the spawn timer runs out you will spawn right away.

  18.  

     
  19. #10

    Strag's Avatar

    Join Date
    Jul 2005
    Location
    Columbus, OH, USA
    Age
    38
    Posts
    4,939

    Re: Reinforcement Timer on Server #1

    Okay, based on feedback in this poll, the respawn timer has been set to 2x the default on Server #1. So for a map with a 20-second repawn timer, the repawn timer will now be 40 seconds. As Turbo said directly above, this doesn't mean you'll be waiting 40 seconds to respawn every time. It just means that you could be waiting a maximum of 40 seconds to respawn as part of a reinforcement wave.

  20.  
  21. #11

    Santa's Avatar

    Join Date
    Jul 2005
    Age
    22
    Posts
    3,353

    Re: Reinforcement Timer on Server #1

    An SOP to group up together with your reinforcements and decide where to go would go a long way in helping this. If its not a rule, i still would bet that people will just run off.

  22.  

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top