Posted 01 June 2015 - 02:00 PM

Here is my idea for fixing the spawn camping situation in Community warfare. We make all spawns dynamic. Have different cap points and allow players to chose where dropships drop them off. If a cap point is capped no players can spawn at that point. If all cap points get capped then no players can spawn until a cap point is claimed. If all mechs are destroyed and the objective is complete then the game ends. For example, if a team is counter attacking and manages to cap all the points and kill all mechs alive on the field, then finish destroying the field base it will end match in victory. In contrast, if a team is defending and manages to push out on the enemy and capture all points and none are left alive then the matches in victory for the defenders. This prevents a prolonged match that no one really wants to play where one side is spawn camping the enemy.An example of what boreal could look like is bellow. Keep in mind that the star looking icons are spawn locations. The spawn locations could be explained with simple mobile guns that "shoot down dropships" for the sake of lore. The extra spawn zones should cut down on travel time to the battle and add an element of strategy to the battle.EDIT: for clarification.This whole idea is to avoid the need of super powerful dropships players can hide behind and stall bad games. Games where players hide behind spawn camp defense mechanisms are not fun for the team getting spawn camped nor are they fun for the attacker. This gets the game over and done with.An easier implementation, if this is too complicated, put a conquest point near each spawn. If the cap is capped then no more mechs can spawn.

Edited by DeathlyEyes, 01 June 2015 - 09:32 PM.