I think making the spawn time LOWER (with a limit) the longer you're alive would help increase tactical gameplay without eliminating the, sometimes necessary, bull rush of a sector/strongpoint. It is a better solution than some sort of Battlefield ticket system which would change gameplay completely. It would also make calling/waiting for a medic to get you up more important as well. On top of that it would be a very simple solution to implement as it has no real changes to the game, just the behavior of the timer exponential to the time spent alive
#A simple idea for increasing the importance of staying alive (and making medics more relevant)
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Yes I agree. The ticket thing should be conpletley scrapped in everyones mind, it'll feel like war thunder, 3 strikes and you leave the game. That's some bull. The times just need increase so a huge heap of people spawn at the same time, instead of sparatic spawns
And you'd still have the importance of the garrys and OPs because the change is done outside of core mechanics so OPs still have a shorter spawn time for your squadmates
The suggestion absolutely would change the game because it would then make it favorable to simply camp spawns rather than destroy them. Considering how easy it is to kill targets and spawn camp, this suggestion would just add a very annoying element to the game. You’re just helping spawn campers be more effective in choking out spawns yet keeping them active, rather than neutralizing
That's unfortunately a very excellent observation, I just know there's a way to make staying alive more important out there somewhere
I suggested this recently:
https://discord.com/channels/316459644476456962/1239944080264265770
It aims to solve all the other problems too, not just making the life matter (getting nodes to the frontline, persistent ammo, usefulness of the medics, ammo boxes, greatly reducing endless stalemates, reducing the spawncamping a bit...). The text may be making it look complex, but in-game it would actually be dummy-simple and it would not require any new/extra actions on the player's side either. My text is long just because I tried to cover all the possibilities and answer all possible questions in advance as I know people tend to want to find systematic holes first.
It would be still easy to implement - adjusting a few numbers, add a few new UI elements (all of them of just informative nature) +coding logic behind them.
Similarly like you, in the spawning part I was working with the deployment timers. The deployment timers on the last used spawnpoint would be longer by 3-5 seconds with each next death for each player individually. Each 10 minutes the timers would get refreshed/reset back to the starting values, giving the more successful shooter party some window of opportunity to destroy the enemy party's spawnpoint easier, while the enemies would still be spawning slower, before the refresh on their spawnpoint hits = limiting the meatgrind/stalemates. Progressively longer deployments could make one to eventually decide to spawn elsewhere - this would also make spawncamping less lucrative/effective as the spawnkill victims would be spawning on the camped spawnpoint slower and slower even before overran or deciding to spawn elsewhere.
Each bluezone death would add +5 extra deployment seconds, each redzone death would add +3s (neutral zone deaths +4) - to level out the chances of the attackers vs well-prepared and often camping defenders. Each medic revival would remove -10s from the both medic's and the revived individual's last used spawnpoint's extra deployment seconds. Resource nodes would affect the spawnpoints in their range: the manpower node would make the spawpoints's deployment refresh period much shorter (5m instead of 10m) and ammo node would work the same, just for being able to spawn rearmed 1x every 5m instead of 1x every 10m (players would have persistent ammo between the ammo refresh periods) - their ammo would carry over their lives and they would need rely only on the ammo boxes for that limited amount of time... or spawn rearmed on some other spawnpoint that has rearming refresh period cooled down already.
Very detailed! I’m a big fan of this much more detailed idea