Debriefing > Impressions & Feedback
A more customizable spawn system
soupcan:
It would be great in many scenarios to have a spawn system that lets you configure where the player is spawned. For example, the server can change a cvar ge_spawnproximity, which has the values:
0 - spawn normally
1 - spawn near other players
2 - spawn far away from other players.
killermonkey:
Why would you want to spawn near other players?
What is the distinction between "normal" and "far"?
StupidMarioBros1Fan[1138]:
I guess the spawn near would be if it's a big map or wanting to play an intense game, normal could just be a certain amount of distance away from people while far could be on the other side of the map or something. I know it's annoying when you're playing on a big map, you're in the middle of a big fight with lots of people, get killed, and then have to walk all the way back where every other single player is from another part of the map. Though the Siberia map is basically the only one that I have this problem on, it could also be for when there's only a few players on a huge map like Siberia, and players could spend a good amount of the match just wondering around looking for another player. Now that would be a good time to have the spawn system spawn players close to each other.
soupcan:
--- Quote from: killermonkey on December 01, 2013, 08:15:24 pm ---Why would you want to spawn near other players?
What is the distinction between "normal" and "far"?
--- End quote ---
I'd hate to be rude, but does GE:S ever actually spawn players a reasonable distance away?
And spawning relatively near other players would be more fun in specific types of maps, or with certain game modes. For instance, it could be more fun with fast-paced firefights with Casino Royale, since everyone already has the same weapon.
killermonkey:
In the not too distant past a person similar to yourself was writing complaints on this very message board about the proximity of spawns. More specifically that spawning was too "close to firefights".
Thus the current implementation which ensures a reasonable spawn point choice such that you can grab a couple weapons and get back to business.
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