Author Topic: TW: conditional spawnpoints  (Read 919 times)

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Offline {depth}shaman

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TW: conditional spawnpoints
« on: February 18, 2007, 07:36:14 pm »
I'm not sure it would work with the coding, but wouldn't it be great in tw,
if the last team to occupy a given point would get to spawn there? Right now when one team is annihilating the other team on the other side of the map, the better team has to run four times as far to get back to the battleline when they die.

If there were conditional spawnpoints, the winning side's men could spawn in the middle if they had pushed for territory beyond it. TW maps all have outposts in them, and several areas with conditional spawnpoints could be set up in the maps. As a result, both teams could always spawn an equal distance from the battlefront.
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Offline fishfood

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Re: TW: conditional spawnpoints
« Reply #1 on: February 28, 2007, 02:17:09 am »
Totally support. 
http://www.soldatforums.com/index.php?topic=10968.0
I kinda had an idea like that here.

Offline EnEsCe

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Re: TW: conditional spawnpoints
« Reply #2 on: February 28, 2007, 04:19:16 am »
Its not gonna happen, its just making it extremely unfair on the team with less spawns.

Offline echo_trail

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Re: TW: conditional spawnpoints
« Reply #3 on: February 28, 2007, 08:31:28 am »
Its not gonna happen, its just making it extremely unfair on the team with less spawns.

Well, the unfair advantage is one thing. I like the idea, and I'd definitely like to see it implemented in soldat, but there's just no way it's gonna happen. there's actually been numerous attempts to get this through, but appearently the coding is way too difficult.
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Offline neon

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Re: TW: conditional spawnpoints
« Reply #4 on: February 28, 2007, 06:25:13 pm »
this could make a cool new kind of match type id play it if it was added into the game  [retard] [retard] [retard]

Offline Keron Cyst

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Re: TW: conditional spawnpoints
« Reply #5 on: February 28, 2007, 07:15:59 pm »
It's not really so much that the coding would be difficult (well, that too, I guess :P), but that it'd require a change to the map format; every current map would have to be recoded, so it's not really worth the change, at least in MM's view. This is also why new bonuses and objects won't be implemented, etc. (it's in the sticky)

Offline Onyx

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Re: TW: conditional spawnpoints
« Reply #6 on: March 05, 2007, 04:23:26 pm »
I like it

Offline VirtualTT

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Re: TW: conditional spawnpoints
« Reply #7 on: March 05, 2007, 05:08:24 pm »
The graet thing about TW is that it allows several types of occupation for players: rushing, snipering, fire support, sneaking. Such *conditional spawnpoints* will screw all this variety, players will just respawn at front line and rush the enemy...

Offline {depth}shaman

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Re: TW: conditional spawnpoints
« Reply #8 on: March 09, 2007, 04:02:03 pm »
I've realized by now that this probably won't happen, but what i plan to do is take current tw maps and modify them into teamatches with two teams. I want to try a war of attrition subgamemode. WOA will be two teams in a teamatch, and the idea is to be the first team with x amount of kills. The thing is, i really like tw combat, but im not fond of its objective. Its rare that a team scores unles on team is shafted and has less players. I'll be hosting this in a month or two with my current congo mappack thats 3/5 done. I can't wait to show you guys that.
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