#Death Punishment
1 messages · Page 1 of 1 (latest)
Get rid of outposts. Solves the issue pretty quick
I have the worst spelling ever. But I think the respawn timer should be longer. They have to be longer, the death screen should be 20 seconds, with an extra 10 seconds on each garrison or op.
How I would go about it...
Dynamic spawnpoint timers - making the dying matter and how
- each death would add +5 seconds for the player's spawnpoint's timer of the latest used spawnpoint for the individual player cumulatively - accumulated during a refresh period
- default refresh period would be 10 minutes - every 10m the spawn timers would refresh back to the original spawnpoint times, but if the spawnpoint in question would be in range of the manpower node, it would be just 5 minutes
- letting a medic to revive you would mean subtracting -10s from your last used spawnpoint as a reward. The medic himself would be rewarded the same way as well.
- 1 REDEPLOY free, but each next REDEPLOY would cause adding +20s globally to all the spawnpoints until the refresh
- each suicide would add +10s globally to all the spawns until the refresh
- each teamkill would add +10s globally to all the spawns for the teamkiller while not giving any extra spawn time for the teamkilled man
Example A: If a player would die 6x after spawning on the OP before a refresh, at that time it would mean 6x5seconds (aka 30s) added to the OP spawnpoint for him (the standard 20s OP spawn time + accumulated 30s, which would make the player to have 50s spawn timer on that OP in that specific situation). If the refresh would happen, ther player would have the original 20s to spawn on that OP again, and again getting +5s with each death after using the OP in this example. If his spawn timer would be high, he would be forced to use another spawnpoint (which would work the same way as well) that would still have lower spawnpoint timer if not used+died by the player... or... waste the time while trying to spawn on his belowed spawnpoint - his choice what to do.
Example B: If a player spawned on some HQ and would make 4 teamkills before the refresh, the spawn timers on all the spawnpoints at that time would have for him +40s on top of the base spawn timer. In case of HQ that makes 10 base seconds + 40 accumulated seconds = 50 seconds to spawn in total at that time. If he would also get killed, it would be +55s in total for a HQ case. With additional TKs or deaths it would be even longer and longer... until the regular refresh happens and resets the spawn timer back to 10s (10s since we are talking about HQ spawnpoint in this example).
Persistent ammo - making the ammo matter and how
A refresh like this could work for being able to have persistent ammo (for ammo to carry over the lives) - spawn fully rearmed on a spawnpoint individually just 1x every 10 minutes while relying on the ammo boxes meanwhile otherwise. But instead of the manpower node, it would be using the range of ammunition node for being able to spawn rearmed every 5 minutes, if the spawnpoint would be located in its range. (the ammo boxes would need to remove the restriction of usage 1x per life and it would be OK then in my opinion) THis way, if a player would run out of ammo before the ammo refresh on the spawnpoint he has been using, he would be forced to choose another spawnpoint to spawn rearmed.
Pros and cons
This relatively simple logic would make the lives and ammo matter and even give function to the resource nodes and ammo/ordnance/bandage boxes, all at a time. Would get rid of the endless stalemates and mass redeployed attacks from behind (at least until the spawnpoint timer / ammo refreshings) or stalemates caused by fast HQ respawn spam when at a 5th objective. Medic made much more important and useful. Several birds killed with 1 stone. The downside would be that the spawning would be happening individually and not en-mass in waves anymore.
If it would make the attacking too much harder, then I would make +5s per redzone death and +10s per bluezone death, to level out the chances. Would need adjusting other numbers as well then, but this would be the rough general direction I would go to make it fair.
This would also make medical a useful class
Problem, spawn killing
I am aware, but I think a system like the one suggested would just make it better anyway... more deaths = slower spawning on that used spawnpoint = less kills for the spawnkillers. Because if some MG is camping that spawnpoint, it's effectivelly useless and let's be honest... such a spawnpoint serves just as a farm for the spawnkiller and it's far better if destroyed. (definitelly better than players getting killed at it 10x first and getting it destroyed afterwards anyway)
And if spawnkilled just a few times, I believe it is just fair to project the suppression onto the spawnpoint as well to get rid of it easier. Respawn spam in this game is often ridiculous. For me getting spawnkilled 2-3x on one spawnpoint is a signal enough that I should spawn somewhere else (and that should be a signal for everybody to be honest).
And then, you would always have the available medic bonus of -10s if revived (bonus for both you and the medic that revived you).
True, but could also add something like if you die before 10 secons you spawned it wouldn't punish you.
Hmmm, I would personally not be in favour of such thing because it would remove part of the reasons why to get the extra spawn seconds per death - it would open the spawncamping problem again as it would allow the endless spawncamping like today. Longer deployment time with each death even a spawncamped one, is to force the camped players to eventually use a different spawnpoint since they are giving just free points to the spawncamper otherwise.
But that's me. If I would be ever forced to agree with such a feature, then I wouldn't make the protection against the extra deployment seconds longer than 3-5 seconds after deploying (otherwise it could be abused). It's an interesting sub-feature to think about nevertheless and I would abide by the final word of the community's opinion and of the devs... if they would ever want to use the rest of the suggestion in the 1st place.