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Forward spawning mutator suggestion

 
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Shadow



Joined: 03 Feb 2008
Posts: 26
Location: US East Coast

PostPosted: 2016-04-04 01:09:13    Post subject: Forward spawning mutator suggestion Reply with quote

So I'm sure most of us know that the long trek back to the fight after dying is tedious and what burns us out of coop for a while.

So what is the possibility of a forward spawning system that can be only deployed once at a time by some special smoke grenade that allows players to spawn closer to the fight and lower the hiking boredom factor?

I'm a patient man but the hike back to the fight in INF coop has always bothered me.
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Psychomorph



Joined: 21 Jan 2008
Posts: 384
Location: Europe

PostPosted: 2016-04-05 00:05:56    Post subject: Reply with quote

What if we use sort of a mobile teleport?

- We spawn at start.
- Everybody has a droppable item in their inventory (like you drop a smoke grenade from drop menu, but can be any unreal object that looks special).
- Once one of those is deployed, it is removed from everyones items menu for 5 or 10 minutes.
- After 5 or 10 minutes this item is added to everyones items menu again.
- Dropping a second of those items will establish a portal between the two teleport-items (you run into it to be teleported to another).
- After another 5 to 10 minutes you can drop a third one, but the second gets removed then, because there can only be two active teleport-items, and it is always the first near spawn and any other most recent, everything in between is removed.

This will not only get us a "forward spawn" based on distance, but based on progress, so we may not have moved for 5 or 10 minutes far, but we likely spent that time fighting then.

The long delay between those "saves" would keep the tension (and the fun) to the game, but don't break your W key in Csejte and waste too much time. If possible this could be tied to only some maps/map-packs, like Csejte and Skaarj Castle.

Feasible?
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Shadow



Joined: 03 Feb 2008
Posts: 26
Location: US East Coast

PostPosted: 2016-04-06 00:09:53    Post subject: Reply with quote

Psychomorph wrote:
What if we use sort of a mobile teleport?

- We spawn at start.
- Everybody has a droppable item in their inventory (like you drop a smoke grenade from drop menu, but can be any unreal object that looks special).
- Once one of those is deployed, it is removed from everyones items menu for 5 or 10 minutes.
- After 5 or 10 minutes this item is added to everyones items menu again.
- Dropping a second of those items will establish a portal between the two teleport-items (you run into it to be teleported to another).
- After another 5 to 10 minutes you can drop a third one, but the second gets removed then, because there can only be two active teleport-items, and it is always the first near spawn and any other most recent, everything in between is removed.

This will not only get us a "forward spawn" based on distance, but based on progress, so we may not have moved for 5 or 10 minutes far, but we likely spent that time fighting then.

The long delay between those "saves" would keep the tension (and the fun) to the game, but don't break your W key in Csejte and waste too much time. If possible this could be tied to only some maps/map-packs, like Csejte and Skaarj Castle.

Feasible?


There has got to be some kind of team translocator mut that allows this.
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Psychomorph



Joined: 21 Jan 2008
Posts: 384
Location: Europe

PostPosted: 2016-04-07 21:35:01    Post subject: Reply with quote

There's one major problem though. Stinkmarder is notoriously lazy and if the code he has to write exceeds the max limit of 10 letters, it's not going to happen.

Very Happy

Not going to happen.
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 221
Location: Germany

PostPosted: 2016-04-08 08:44:00    Post subject: Reply with quote

Psychomorph wrote:
Stinkmarder is notoriously lazy and if the code he has to write exceeds the max limit of 10 letters, it's not going to happen.

Make that 10 lines. But basically true.

Also, I don't like the idea of spawning right where you died. Makes death rather meaningless. You already get rewarded with full ammo when you die...

Maybe we should concentrate on improving the bandages instead, so that we don't die that often:
- make them a equipment item that can be dropped, so we can share them
- replace Unreal bandages (hidden in crates or barrels) with INF bandages
...
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Shadow



Joined: 03 Feb 2008
Posts: 26
Location: US East Coast

PostPosted: 2016-04-16 23:58:25    Post subject: Reply with quote

Stinkmarder wrote:
Psychomorph wrote:
Stinkmarder is notoriously lazy and if the code he has to write exceeds the max limit of 10 letters, it's not going to happen.

Make that 10 lines. But basically true.

Also, I don't like the idea of spawning right where you died. Makes death rather meaningless. You already get rewarded with full ammo when you die...

Maybe we should concentrate on improving the bandages instead, so that we don't die that often:
- make them a equipment item that can be dropped, so we can share them
- replace Unreal bandages (hidden in crates or barrels) with INF bandages
...


Not spawning in where you died but spawning at a forward position that is safe and cuts down on running back to the fight.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2016-05-23 17:06:07    Post subject: Reply with quote

We need heallthpacks! And shield belts! And power armour!
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