View Poll Results: respawning near teams in TDM? Yes/No

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  • Yes

    22 48.89%
  • No

    23 51.11%
Results 1 to 22 of 22
  1. #1
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    Wink Spawning near Teams (TDM)

    I think that Spawning near teams is good idea...you dont have to run over whole map to get back into fight. F.E.A.R. use that and players like it.

  2. #2
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    This would possibly make spawnkilling a lot easier.
    If you stuck with your team, it means you spawn near where you died... meaning near armed enemies.

  3. #3
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    Quote Originally Posted by Boksha
    This would possibly make spawnkilling a lot easier.
    If you stuck with your team, it means you spawn near where you died... meaning near armed enemies.
    But in that scenario, wouldn't this armed enemy find himself among not only the spawner but also his team m8's?

    I find it hard to imagine how this would effect the gameplay, since there are a lot of things that could happen, so I'm not voting just yet. ^^

  4. #4
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    Quote Originally Posted by Sero
    But in that scenario, wouldn't this armed enemy find himself among not only the spawner but also his team m8's?
    If those teammates also get killed, you'd basically have an entirely unarmed team spawning and respawning around itself. I think this would give a bigger advantage to a team with mapcontrol than random spawning would.

    If anything, I feel player spawns should give a good chance of spawning near a weapon that's about to respawn.

  5. #5
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    it'd be like lemmings running into the trap :]
    are you pondering what im pondering?
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  6. #6
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    Sounds like sniper heaven to me
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  7. #7
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    I dont know if this is a good idea or not , i just vote non of those

  8. #8
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    Quote Originally Posted by Boksha
    This would possibly make spawnkilling a lot easier.
    If you stuck with your team, it means you spawn near where you died... meaning near armed enemies.
    You are right. But if you will be spawned in reasonable distance...
    In F.E.A.R. it works. Its diferent because you have efficient weapon from start. But still I thing it can be balanced and be improvement to the playability.
    (Even now in UT´s you can be spawned near armed enemies)

  9. #9
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    For TDM... it's both advantageous and and sometimes disadvantageous to have random spawn points... But for the sake of fairness, I believe it's the only way.

    Sure sometimes you're going to spawn right in front of your fully armored enemy and be killed instantly... But there's an equal chance that the same will happen to him. Most of the time, being spawned away from your team also means that you've got a fighting chance to get some armor and weapons before the enemy finds you. In most TDM matches I've played the enemy is by your team mates and so spawning away from that whole mess is your best chance.

    Definate no for this poll for me.
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  10. #10
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    But emm, the spawns really aren't random. I'm not entirely sure what the factors are, but on maps I play a lot I always know where someone will have spawned when I shoot them, and I'm pretty sure I'm not psychic..

  11. #11
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    it would make things more interesting. someone should make a mut like this for 2004 so we can see 1st hand simple enough
    Originally Posted by BloodyCreep: topic: Why do I hear retarded Rumors of Active Reload Removal? At least from the Sniper?

    Originally Posted by joeGraf: Don't listen to rumors. AFAIK, no one here is even remotely entertaining the idea.
    well there you go ppl go STFU about the AR!

  12. #12
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    Quote Originally Posted by Sero
    But emm, the spawns really aren't random. I'm not entirely sure what the factors are, but on maps I play a lot I always know where someone will have spawned when I shoot them, and I'm pretty sure I'm not psychic..
    they really are random, but there are some rules about it too.

    here you can read some about it: http://www.ocrana.com/utbible/respawning.htm
    are you pondering what im pondering?
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  13. #13
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    Quote Originally Posted by sphinx
    they really are random, but there are some rules about it too.

    here you can read some about it: http://www.ocrana.com/utbible/respawning.htm
    So if Near teams spawning will be in UT 2007 and some of that spawn rules stays. It can be true improvement.
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  14. #14
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    Quote Originally Posted by sphinx
    they really are random, but there are some rules about it too.

    here you can read some about it: http://www.ocrana.com/utbible/respawning.htm
    Hmm, not entirely random is not random tbh

    Interesting read though, that link, basically explaining that spawning is as random as how good the map has been zoned, and clears up why on some maps it's way too easy to 'learn' where your opponent spawns, and at the same time how it can be fixed.

  15. #15
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    Just like all other TeamGames, the answer will depend on the map and the mappers ability to curtail spawn camping by design. Once that issue is dealt with as well as can be expected, the answer is likely yes, because for a team to be effective, they have to work together. How easy is it to work together when you don't know where you are in relation to your team?

    BTW, there is a custom actor for UT2k3/4 that you can add to a DM map for force team spawning in TeamDeathmatches. From my page on UnrealWiki:
    Code:
    //=============================================================================
    // TeamSpawn.
    // Forces player spawning based on PlayerStart -> TeamNumber if a Team Game.
    //=============================================================================
    class TeamSpawn extends Actor
        placeable;
    
    var() bool bForceTeamSpawn ;   // Will check PlayerStart -> TeamNumber 
    
    simulated function PreBeginPlay()
    {
      if ( bForceTeamSpawn )
        if ( Level != None && Level.Game != None && Level.Game.IsA('TeamGame') )
          TeamGame( Level.Game ).bSpawnInTeamArea = true;
      Super.PreBeginPlay();
      Destroy();
    }
    For more information on compiling this custom actor, search UnrealWiki.

  16. #16
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    Default I would be against it

    I would prefer to just spawn near a weapon moreso that near my mates.

    Now that the shield gun is gone I feel it is important to spawn near a weapon,(this is just in the mappers responsibility)unless the enforcers do sufficient damage and are the default given weapon upon respawn.

    2k7 CTF and DM maps will be smaller so it should take less time to get to a decent weapon anyway.2k4 maps are a bit large and if there are not plentiful weapon pickups you find yourself trans'ing or shielding for awhile before finding something other than the AR.

    Spawning near your mates does'nt sound bad though.

    The header cannot be edited.Its supposed to say "I would NOT be against it"

    Also to the post above about teamwork and positioning-UT Comps teamoverlay lets you know where all of your mates are at all times.Awesome.
    Last edited by iLL; 09-08-2006 at 05:55 PM.

  17. #17
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    Quote Originally Posted by Sero
    Hmm, not entirely random is not random tbh

    Interesting read though, that link, basically explaining that spawning is as random as how good the map has been zoned, and clears up why on some maps it's way too easy to 'learn' where your opponent spawns, and at the same time how it can be fixed.
    exactly, the utbible not only learns how to get better at UT, it also teaches you how to exploit it. If that's a good thing... well i'll leave it up to you. But right now i think that it should be a disclaimer that every new unreal-player has to read it before they can install the game ;(( would make UT and UT-forumming a lot easier

    ontopic: im not strongly against the idea of teambased spawns, in theory its "ok" and maybe even as good as the flawed system we have now. I just think that "the community" will find a way to exploit it faster than the designers ever imagined, thus screwing up an "ok" idea.
    are you pondering what im pondering?
    [16:04] * @[NBS]Flak gives sphinx-nmgn some *LOVE*
    Originally posted by DaniFilth
    Sphinx is secksi :O

  18. #18
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    Well the idea does have some merits and I havent voted yet, I wanted to see others opinions on this. It does sound alot like ctf without the flag so perhaps things like this are best left for symetrical maps. It does open the door for the use of team bases in tdm which might be ok in theory.

    From playing COD online Ive found those maps are good for team modes because it tends to be a circle fight and noone actually controls a whole map to the extend of maplock. It kinda brings up what I said in another thread about DM maps not being so good for TDM although DM can really be played on any map succesfully (even if they dont have the right flow).
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  19. #19
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    ...not to mention it would make grabbing weapons a lot harder, because you'd essentially respawn in a room where all the ammo/weaoons were taken up by your teammates.

    It may have worked for Halo, but remember that halo is also sloewr paced and you can only carry 2 weapons at a time.

  20. #20
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    I wonder how powerful enforcer will be in UT2007. If is similar to enforcer in UT99 I have no problem with no weapon to pick up
    Also your teammates can drop some weapon for you.
    Last edited by Sinister; 09-09-2006 at 08:10 AM.
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  21. #21
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    Quote Originally Posted by Sinister
    I think that Spawning near teams is good idea...you dont have to run over whole map to get back into fight. F.E.A.R. use that and players like it.
    Don't know about FEAR, but I think that the delay while team mates get backk into action is one of the cool things about TDM. The time when you're underpowered, waiting for lost team mates to get back to the front is a good time. Tough, but good. If successfully fragging the other team gains you nothing, a huge element of satisfaction is lost.

  22. #22
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    I voted no.
    I think you should work a little to get back to your team.
    The opposing team would be in the same dilemma as yours.

    Should be interesting.
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