#Forward Spawn Placement Idea

5 messages · Page 1 of 1 (latest)

raven goblet
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Obviously a core issue with gameplay is forward spawn placement, as any engineer can place a spawn instantly so long as the area is valid, and the only way to destroy a spawn is by a player physically attacking it - which can then be immediately replaced.

I would fix this by:

One; giving officers the ability to remotely destroy a spawn via the spawn menu. A special decision could be made by officers who click the forwards on the map which would allow them to instantly remove it without cooldowns- allowing the officer to communicate with nearby engines to place a new one, rather than spawn jumping and hoping for the best. Officers still could not place a spawn, as that’s still only available in the sapper menu.

Two; give the engineers a cool down for building spawns similar to what already exists for destroying them. The biggest issue with spawn jumping for forwards is that - in the minute or two it takes to make it back to the desired spawn location after destroying an old forward, especially with engineers who don’t know what a “sunk cost fallacy” is - the engie who built the original forward is likely to immediately replace it, while the person who destroyed it has to wait a significant amount of time to destroy it again. Simply giving engies a cooldown would prevent that feedback loop from happening, perhaps it could be scaled with how often their forwards are being destroyed - if an officer had to break your last three forwards, then maybe your time out needs to be longer.

And as an aside - laying a large translucent red or green grid over the map that shows valid forward locations while holding a forward spawn as an engie would help with what becomes frantically looking for a place to place one while dodging enemy fire. When you select it from the sapper menu, the grid would layer with the ground texture - valid spots have a green grid, invalid are red.

Lookin forward to playing the update with +200 Steam hours💪

worthy yew
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I don't like the idea of giving more power specifically to officers though. There's a limited number of them and it removes agency for other players

astral mica
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I feel like this honestly comes down to team communication. Those that work together succeed, and in those few instances when spawns are fucked by engineers, admins should take care of it.

foggy tendon
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What if the spawn wasn't instantly ready and had to be built to completion like most other props?

foggy tendon
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Thinking about it, why was such an impactful prop set to be deployed instantly?