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#Fiction

4/13/2004 7:03:13 AM
32

Halo 2 multiplayer spawning solutions

What is the best way the solve the spawn killing 'problem' in multiplayer? I saw one comment by EazyB that said "They need to do something to prevent spawn campers. Like given to person who spawned a second or two where they are invincable and can't shoot so they could find cover. Just a thought." And that's a good idea, but is two seconds enough? What about on Blood Gulch, it usually takes more than two seconds to get in/on the base. Something cool would be if you could spawn automatically behind campers who have barely moved a certain distance in a certain amount of time. Regardless of my thoughts, Bungie is going to have to think of something, so what do you propose to them?

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  • They could make it kind of like basketball. In basketball if you stand, or rather camp, in the area under the goal for more than a certain amount of time, you get a penalty. So, if somebody in HALO stands still in some place other than where he spawned for more than like 20 seconds or something, then he should be warped back to a random spawnpoint. That would not only end his camping, but make him vulnerable in the same way. Also, it would be a nice surprise for the camper.

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  • Open levels (exp. team) a dropship drops you off Closed in levels, every spawns in the spawn that has the least ammount of people (if there is anyone there at all)

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  • I think it is fine the way it it.

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  • [quote][b]Posted by:[/b] TWISTED BULLET Spawnkilling is cheap, but when there's online stats to consider, spawnkilling could be an option for racking up some serious kills. On hang em high our clan spawnkilled for about a year on xbconnect, we got 280 kills every game each, they other team had about 25. I agree something needs to be done about spawnkillers. BUNGIE ITS YOUR TIME TO ANSWER?[/quote] And that's the sort of thing that I hope Bungie tries to avoid. If spawn camping is available, and there are stats to worry about, people WILL spawn camp - you see it in Ghost Recon, you see it in Unreal, etc. Do you think it was fun for that other team to die for an hour straight and not even get to play? For that matter, did you even have a good time just killing people as they respawned? That's not engaging gameplay, that's just mindless shooting. You might as well play any run of the mill game and get the same experience because that completely ignores what makes Halo so compelling. There really needs to be a way to combat spawn killing, otherwise the clan babies will camp all day, and that's really discouraging for people that don't have all day to learn the best spawn camping spots. If it's not addressed, it could be a fatal flaw in the longevity of halo - at least in slayer and CTF modes. This is part of why I LOVE coutnerstrike so much. There are no respawns, but the matches are so fast, you don't have to sit out forever.

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  • Spawnkilling is cheap, but when there's online stats to consider, spawnkilling could be an option for racking up some serious kills. On hang em high our clan spawnkilled for about a year on xbconnect, we got 280 kills every game each, they other team had about 25. I agree something needs to be done about spawnkillers. BUNGIE ITS YOUR TIME TO ANSWER? [Edited on 4/15/2004 8:36:09 AM]

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  • It is a very cheap tactic though... a good tactic requires skill and good thinking.

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  • They should left spawn has it is..... Spawn camping IS a tactic

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  • To combat spawn-killing all you need is a chance to get your bearings, see whos around you and be ready. The only advantage spawn-killers have is surprise. This could easily be countered by giving you a complete shot of where your about to spawn just a second or so before you do. Thus eliminating surprise.

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  • i like the idea of the safe respawn OPTION. that way you can CHOOSE weather you want it or not. I know for example that alot of my friends hate the idea or a radar i like that you can turn it off if you want. Bond 64 was a great game, i wish they would make a paintball option! oddjob is cheap.

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  • the only spawn issue i have is when it does dumb -blam!- like put your mate in right in front of your aimer right as u are about to shoot. then u either betray them or nearly do... that crap is dumb. other than that i think the whole spawn things bring skill to the game. if u lose control then u must work your way back up or deal with defeat. i like it that way.

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  • A other solution to this question is to have a area around the spawn and if some one on the oppiset team is in the area then it counts as he's commited suiside or u could make them invisable or just leave them but if they done it on live every one would send em cheating feedback.

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  • they have that invicibilty thing going in most games, not just for spawn kills, but for other stuff like muppets who have an itchy trigger finger. It makes the game more enjoyable for everyone. Don't think they should have this for co-op though, a friendly kill is a friendly kill. But i say good on to the source of the idea.

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  • that's a possibility. Because it's worth taking not getting the kill point to continue your flag return. Hoever, score isn't really the issue in CTF, it's the frustration of not being able to play, not being able to enjoy the game. That's the issue here.

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  • If a player dies within 2 seconds of a respawn the spawn killer doesn't get a frag, the victim does.

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  • There's nothing wrong with spawn killin'! Why it was just the other day I was playing Halo PC; when a pair strangers appered out of nowhere! Thinking there were ghosts sent by the devil, to cleanse the earth of my kind! I quickly pulled out my pistol and sent them to the floor! In all honesty the idea of having a system like the one found in GoldenEye is great idea! I can't count the number of times I've spawned under the treads of a Scorpion!

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  • It would also make spawn camping hard. You couldn't do anything for those few seconds, but it would give you a chance to hide, and at the very least, it would make it so people don't spawn in the exact same place every time. Also, although it is easy to see active cammo people, it is still harder and would make camping that much more difficult.

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  • safe respawn is easy to do when there are only 4 players in a map, it's a bit tougher with 16, or better yet, 32. [quote][b]Posted by:[/b] Digital Chaos I'm against all you guys here. You can't stop spawn killing - It just can't happen. You can't advantage spawn killers by spawning them invisible. What if they spawn on a map like wizard invisible, that 2 - 3 seconds is enough to melee someone going for the flag in the back. It would just make Capture the Flag to hard. If your team can do it - I say go for it. The stronger team will have the opposition being spawn killed. Especially on a map like Blood Gulch. [/quote] that's where balance comes into play. A map like wizard doesn't have many issues with spanw killing. Maybe a quick second or so of shield recharging when spawing (so that you don't take damage - like when charging overshield) would completely wipe out spawn killing in wizard. However, something like Blood Gulch needs a bit of protection. Much of this issue can be taken care of with level design. Each team could have 2 bases, one flag base, and an armory/safe base that the other team would have a hard time getting into and is spawn killing protected. Whenever you respawn you have the choice of spawing in the safe base and getting a better weapon/ammo/vehicle but being further away from the flag or you can spawn at the base, but you have to worry about spawn campers. Also, if you do resapawns as deployments - i.e. time based - then spawn camping isn't as necessary a tactic for successful CTF play.

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  • Digital Chaos, would you like our proposed option if it only applied to large levels like Blood Gulch and Sidewinder?

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  • I actually have no problem seeing the invisible players, even if they don't shoot... There is usually a shaded gell look or glimmer that catches my eye.

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  • Sixsixone, that might be good for Goldeneye, but for some reason I don't think it would transfer over well with Halo 2. Random location spawns on Blood Gulch would ruin the level in my opinion

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  • I'm against all you guys here. You can't stop spawn killing - It just can't happen. You can't advantage spawn killers by spawning them invisible. What if they spawn on a map like wizard invisible, that 2 - 3 seconds is enough to melee someone going for the flag in the back. It would just make Capture the Flag to hard. If your team can do it - I say go for it. The stronger team will have the opposition being spawn killed. Especially on a map like Blood Gulch.

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  • If you want to stop spawn killing, do a thing thats on golden eye, called safe respawn. If looks for a area where there are no other players, mines, whatever and spawns you there.

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  • jndu, I like all your ideas. I never even thought of half of those

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  • I have no problem with letting them shoot, because as soon as they take a shot, they becoem visible, but that's a good way to clear out campers.

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  • I agree with The Rip Saw. That is a great idea, I don't know why I didn't think of that myself. Just have invisibility for 2-3 seconds in which they can't shoot either. I like it. Bungie, do you like it?

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  • yea...i like the inviSIBILITY..idea a bit more...soo that way all you have to do is make your way towards their position and take 'em out..if you're visible then they know when you're coming and will try and stall you with grenades and what nots...but if they dont see you..they wont know what's coming...

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