ReSpawning has to Change - Lets hear your opinion!

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Tunafish

New Member
Oct 15, 2000
70
0
0
I was playing INF- Extreme Predejuce with 8 a-side and it seemed as though I was playing against an army of 20!! I think what happened was that as I was killing them they kept respawning behind at the base and just kept coming, there was just a sea of soldiers!

Also in Khazakstan I killed a guy and he respawned in the same place, so I just set myself up and kept killing him each time he appeared. Then his mate joined in, and I just sat there and nailed them over and over. I can this happenning online, with a load of campers!

It takes away the whole potential tension there could be. It's just too predictable, you just tend to run to the same spot knowing that someone will be there each time. As opposed to creeping round each corner not knowing if you'll have your head blown off by an MP5 or hit in the back by a sniper. The problem is if they respawn in different locations it's gonna feel like a UT deathmatchm, which I definitely don't want! What do you guys reckon?

[This message was edited by Shadow_man on Oct 21, 2000 at 00:28.]
 

DeadeyeDan[ToA]

de oppresso liber
Mar 2, 2000
969
0
0
Tucson, AZ, US
www.clantoa.com
I reckon respawning is Satan's work, not fit to kiss the dirt Infiltration walks on. Personally I play 1 life standoff exclusively, but I still have to deal with the damn respawning!

In INF-Scramble, I went through the little tunnel, came around to the enemy base in a flank that was coming along very nicely, and was about to shoot an enemy in the back when I got shot from behind. I had cleared all the area behind me as I came through. How did it happen, you ask? One of the enemy bots accidently killed his teammate, so his teammate respawned right behind me. I could see some definate abuse of tk respawn happenning on multi, especially on those big, realistic, complex INF maps where flanking is bound to happen, so I'd really like an option to turn it off. (And now that you cool guys have added a vote to kick feature, we can do something about it if somebody starts taking out their teammates on purpose.)

_______________________
Shot four puppet governors in a line,
Shook all tha world bankers, who think they can rhyme,
Shot the landlords, who knew it was mine,
Yes, its a war from the depth of time!
 

Tunafish

New Member
Oct 15, 2000
70
0
0
yeh

Totally agree with you Deadeye, I think this is a major problem which needs to be addressed. I think we need an on/off switch or something for offline play. I'm really worried that it will affect the online experience though, and the enjoyment of it. Can we hear some more opinions please?
 

JonnyBoy

alive
Jun 6, 2000
1,724
0
0
39
Visit site
play with one life a round. its more realistic that way anyway. problem solved!

JB.gif
 

omen

zapatista
Mar 28, 2000
123
0
0
Visit site
i think he was talking about the problem of all the spawn points being in one general location. i agree, this is a problem. i see how it would be appropriate for team games, where the whole team spawns in one area, but it really sucks when you're playing a big, all-out deatmatch with lots of bots.
 

ooheadsoo

New Member
Jun 12, 2000
89
0
0
Um, if you set it to ONE life, there IS no RE-spawning...sorry for the caps. It's in the options, guys.
 

Warren

Infiltration Project Coordinator
Nov 24, 1999
1,525
0
0
47
Portland, OR
www.sentrystudios.com
Infiltration is about team work. Therefore, most if not all official Inf maps will be based on the team DM concept. Sorry, can't please everyone.

I also meant to set the lives to one before I uploaded, but it slipped my mind. /infopop/emoticons/icon_razz.gif

<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td><img border="0" src="http://www.planetunreal.com/infiltration/soldier2_sig.jpg" width="480" height="120"></td>
<td bgcolor="#002000" width="100%" style="line-height: 75%" valign="bottom">&nbsp;</td></tr></table>
 

Tunafish

New Member
Oct 15, 2000
70
0
0
Hey Warren thanks for contributing. I'm all for the team DM concept - that's why I play it! The problem we're worried about is that if you're playing with more than 1 life having the respawn points in the same place, means people will just camp and just continually kill the guy(s) respawning over and over before he gets to do anything. A lot of other problems have been highlighted above about the set respawning points(such as flanking) which will turn out to ruin the enjoyment of this amazing mod online. I not looking for random respawn points though because that would just be a plain boring UT deathmatch. Theres no problem with this on the other mods cos it's always set to 1 life only per round. So when we get to play online is it going to be permanantly set to 1 life? If so, then the problems sorted!
 

Zundfolge

New Member
Dec 13, 1999
5,703
0
0
54
USA
that just becomes part of the strategy then, if your team is going to win you have to cover your "spawn base". Plus if you get one player doing too much spawn camping, everyone can vote to kick them.

I like standoff with 1 life (although until I learn the maps better I've set it to 3). I'll bet most servers will be set up that way.

ZundSig2.gif