Alternate Spawn Options
PinnedA game like this thrives on teamwork. Not even necessarily from pre-made War Parties, but amongst 'free' players as well, who jump into games by themselves. I am having immense amounts of fun with this game, and I know that my Company, 'The Hammer of Arkhona', is as well. We can all agree that the main reason for that is because we are a group of friends that can play the game together.
With that in mind, I think that the more mechanisms that exist within the game to help promote tactical teamwork, the better. This is something that bE has already shown attention to with way-points and voice commands, but perhaps it can be taken further?
My suggestion is this: Upon dying, a player can choose to queue up in a 'spawn vehicle'. When the 'pilot' of this 'spawn vehicle' initiates, the queued players are delivered to pre-fixed positions on a map as a group.
This would massively benefit teamwork for all sides, as it would work towards negating players spawning in by themselves and randomly running about without a proper idea of what their team-mates are doing.
Also, it would look damn cool, adding a new and dynamic aesthetic to unfolding battles. The 'spawn vehicles' for the individual races could perhaps appear as follows:
Space Marines: Drop-pods! Or Thunderhawks if removing the drop-pod afterwards is aesthetically awkward.
Chaos Space Marines: Warp rifts!
Eldar: Concealed web-way gates that manifest briefly to unload troops.
Orks: Roks! Or perhaps even their subterranean drill-vehicles?
A limited amount of these 'spawn vehicles' could be available with tickets, or perhaps with cool-downs like transports and tanks, to help balance their effectiveness. If they prove to be too powerful, perhaps pre-requisites could be implemented to enable them, such as having certain points captured (ex. you have to have A captured to enable 'spawn vehicles' near a B position), or only becoming available after a certain amount of time has gone by.
I think this would be a fantastic mechanism to continue adding depth and enjoyment to this great game!
Thanks for your consideration!
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I really would love to see that. It's a little bit outdated but I proposed something similar in the official forums 1 1/2 years ago
http://forum.eternalcrusade.com/threads/combat-insertion-spawning.46492/
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@Forgrim - Basically, yes. The core aspect behind this function would be to encourage players - especially 'free roaming' players - to actually work together. What currently happens is a continuous drip-feed of forces into enemy positions. Players spawn, often alone, and run blindly into enemy fire, dying one by one and propagating their irregular and isolated spawn times. While it could be argued that in guilds this is something the players should work on without the aid of an in-game mechanism, for players not in a guild there is precious little encouragement to actually work with their team-mates.
@Brother Damnatus - That is somewhat different from how I envisaged it, simply from the perspective of practicality. While your interpretation is awesome, I'm not sure how easy it would be for the devs to implement a system whereby the spawn points for 'spawn vehicles' are freely placed. That could cause problems with balancing and 'clipping' on certain maps. I had pictured the 'spawn points' being static, controlled or enabled through pre-requisites as mentioned in the opening post.
However as I said your interpretation would perhaps add an even greater degree of dynamism to the feature, so thank you for bringing it up so that the devs can review all options! -
I posted a possible mechanic in "Repair Classes" but will repost here for relevancy.
I really like the idea of giving the repair classes a "reinforce beacon". Though to keep with the asymmetrical balance I suggest that it is VERY expensive to field and works in a couple of ways:
1. CSM and Eldar get a buildable structure that people can spawn to. Take a bit for set up, but will last until destroyed but is very fragile. One use per life (cannot regain it from ammo crates) I would also hazard to say that it would show up on radar, but not the mini map and creates a constant noise both a little quieter than the channeled equivalents.
2.LSM and Orks have a channeled type ability that has the character act like teleport beacon for people to teleport in to. It has a faster spawn time than the permanent structure, and people can spawn at him immediately after he begins channeling. The spawn area is larger than the strcutures and if the Mech player isn't careful in where they begin channeling it could cause a misshap. Teleporting into terrain for instance, though there could be upgrades for it to lessen this effect. While the player is channeling they will show up on the radar, but not the mini map and constantly emit a noise.
If this seems a tad too powerful I suggest that players would need to equip a teleporter or some sort of object that would allow them to utilize the beacon. Perhaps there can be different teleporter items that apply different effects and stats as well. Or for LSM and Orks to lessen misshaps.
*Edit* The teleport object could go into the blank spot or even in lieu of a capture key which would make it more difficult to capture points.
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