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| PR Suggestions : Suggestions from our community members. |
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#1 |
![]() Join Date: Oct 2005
Location: Germany
Posts: 327
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Anti spawnraping measure!
Well here an idea:
As you have proven in the extraction mode, it is possible to create special zones, where only one faction is damaged while the other one is not affected at all. Would it be possible to get those zones dynamic? So if you proceed to a flag far away from the flag AAS tells you to capture you are damaged? And if a flag is captured, the "kill zone" moves on to another flag? I would LOVE you for such a feature! |
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www.k-clan.org
!! Recruiting german players !! Help, the quartermaster has fallen in love with me and wants to make me drunk! "how about a whisky" |
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#2 |
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PR Operations Lead
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not possibal to make them dynamic.
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#3 |
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Banned
![]() Join Date: Apr 2006
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,677
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Until the USMC, MEC, PLA and UK armies create an invisible system that injures enemies entering friendly territory (but not territory near the frontline mind you), this is unrealistic. For most maps, this would be conflicting anyway, not all flags are capped in order. And besides, most spawnrape cases are from an idiot spawning at the frontline flag and getting shot by attackers.
Spawnrape is something that happens. Personally I find all deaths annoying, but I'm not coming up with great ideas to make the whole army invincible. If you don't want to die, don't play. We all get screwed sometimes, you have to get used to it. |
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#4 |
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Maps just need to have better spawn locations thats all. I think the PR dev team should set up a list of specifics for maps before they can be included in a release.
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#5 |
![]() Join Date: May 2006
Posts: 192
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What about using bunkers/buildings with exit only doors as spawn points?
They could also be armed with indestructible mgs (and AGL) that protect the spawned player until they exit the structure. That way you could look around you first and exit safely when the coast is clear. |
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#6 |
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Banned
![]() Join Date: Apr 2006
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,677
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You're acting as though every single game ever played on PRMM has ended up in one team sitting outside another team's base picking off every last player. "Spawnraping" is normally very rare and it's just something people moan about when they get killed within a couple of seconds of spawning.
If you spawn, expect to die. That's the way the game goes I'm afraid. If you want to be safe, spawn at your rear base every time. Yes, there's a chance someone will be camping it, but if so spawn somewhere else and catch them off guard, or if you have a decent admin on duty get it sorted out. There are not and never have been any rules against killing people in certain situations. I'm not support spawnrape, I hate getting killed as soon as I spawn by some camper with a semi auto sniper rifle, but it happens. If you always spawn on your squad leader as is suggested, I think you'll find this is never a problem. If you're a squad leader or commander spawning and you're getting killed, you're clearly not ordering your men around well enough. |
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#7 |
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Just move spawn points away from actual flags. 75% of spawn killing is usually either a team capping the flag is defending itself or players are too afraid of entering the cap zone because someone might spawn right behind their backs. Most intentional spawn-killing can be avoided by spawning further back. The only real problem is intention spawn killing on uncappables or the last base on the map. The best way to currently fight this is good admining. Main bases need more defensive structures and cover. You can survive spawn killing if you have bunkers/sandbags nearby, and it would help to have so more powerful stationary weapons like the mk. 19 or some AAA batteries. Maybe adding mortars and replacing the useless 5.56 emplaced machineguns with some .50s on tripods would solve most of our problems.
![]() and for the MEC ![]() Both weapons are already in game-all that would be needed would be the tripod. The Brits could either have the m2 browning or the GPMG, and China could use their equivelent of the PKM (type 87 or something?). Thoughts? |
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#8 |
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Banned
![]() Join Date: Apr 2006
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,677
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It's a good idea, but when those things get in the wrong hands...
Paired with my new spawn idea, something like this could work. My idea suggested that the only place everyone on a team can spawn is a main base. The only way to spawn at flags was to be in a squad. When a squad leader enters a friendly flag cap area, they're allowed to spawn their squad mates. The main bases would be improved to add more defences, mounted machine guns and those tripod weapons and such, so they'd be the toughest form of defence and real safe against spawn campers as the whole team can spawn there. The only way to attack other spawners would be to wait for people to spawn from a squad leader, and it'd not take long for the squad leader to see the spawncamper anyway. Alternatively we can task NikovK with the job of adding his magic touch to all existing maps, adding some decent fortification to main bases and tactically repositioning spawn points. |
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#9 | |
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#10 |
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Banned
![]() Join Date: Apr 2006
Location: The United Kingdom of Great Britain and Northern Ireland
Posts: 1,677
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By wrong hands I mean the other team. What if the spawnrapist gets his hands on one of the machine guns first and turns the tables on the defence? The spawnrapist just got a whole lot worse!
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