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Scale LD respawn queues to points capped

4 replies [Last post]
Sat, 02/09/2013 - 09:34
Arctifice's picture
Arctifice

Currently, when a player is downed in LD, s/he is added to the respawn queue, which rotates about every twenty seconds, and then gets back in the action.

In most games, it's entirely possible to lose a foothold on points and fall behind, sometimes as poor as being picked off one by one. I know respawn queues are less a means to save memory and more an unintentional way to promote group rushing instead of ineffectually coming out of spawn one at a time, but occasionally a team cannot turn the tide when slowed by equivalent spawn timers. I propose this.

The length of the respawn queue should be changed to be inversely proportional with the amount of points a team holds.

In abstract, the less points your team holds, the faster you respawn. Teams that hold more points do not receive penalties on their respawn queue timers.

Discuss.

Sat, 02/09/2013 - 10:16
#1
Zaffy-Laffy's picture
Zaffy-Laffy

#1 "The length of the respawn queue should be changed to be inversely proportional with the amount of points a team holds." It should be linearly proportionate instead.

#2 I know what you mean, but, what about at the start, when both teams are at 0 points. Do they go in direct combat, gets killed and respawns instantaneously?

#3 Though I must agree that there should be some adjustment towards the respawn time of LD matches, oh god 25 seconds. Perhaps there should be somewhat a calculation. Say 10 seconds + ( 5 * (Own team score - Other team score)/(max possible score in that LD match)).

Sat, 02/09/2013 - 10:37
#2
Zeyez's picture
Zeyez
eyes trying to see the end to another end

useful, unless if the match is in a technical draw, it would be nice not to touch this time, as 3 capture points with a less than 50 points, something like that, but not so much to maintaining the ce revive (mininum of 5-10 seconds)

Sat, 02/09/2013 - 18:51
#3
Arctifice's picture
Arctifice
@Zaffy

1. Actual numbers should be worked out by the team; this merely suggests the idea.

2. Hm. Perhaps they should scale with the amount of points held by the enemy, to clarify things.

3. Working out the precise numbers will be tough, but in TF2, the closer the enemy was to capping your home base, the faster you respawned (up to <5 seconds sometimes)

Sat, 02/09/2013 - 19:46
#4
Zaffy-Laffy's picture
Zaffy-Laffy

Working out precise numbers are tough? Try my formula @ link

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