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Idea Spawn Change

Discussion in 'Capture the Flag' started by Ninsanity, Dec 19, 2018.

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  1. Ninsanity

    Ninsanity Yoshi Legend and Medic Main

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    Small idea I had, wanting to get some feedback on it. Spawn blocks would push away all players from entering them. Meaning once you leave spawn you cannot return to spawn unless you respawn. What this would do is prevent noobs from taking the flag into spawn, as well as prevent annoying tactics such as archers running into spawn to protect themselves from ninjas (like blackout).
     
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  2. Paddishly

    Paddishly The Australian

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    The only situation that I don’t like this idea for is when you’re in a stalemate and the enemy team has chosen to hold next to spawn. Most of the time this means that the support around the carrier is quite tanky and you’ll never be able to recov on pure damage alone so you can resort to knocking the carrier back into their spawn to automatically recover the flag. I think it’s a good way to recover and should remain part of the game as it breaks stalemates somewhat easier. With this change then you’d have very slim chance of recovering unless your whole team went pyro.
    Just my little bit of insight! :grinning:
     
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  3. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    maybe, the flagcarrier is only able to enter spawn if s/he gets hit/pushed into it - the player cannot walk or run into it

    also, not sure if it should just apply to flagcarriers or for all players, but probably all players xd
     
    • Agree Agree x 1
  4. pestoo

    pestoo Active Member

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    I agree that political reform needs to be moved forward to create a blocking of players moving back in spawn if they're acting as wusses and are running away from ninjas but at the same time there are actual players who lets say have two hearts or something and no steak and really have no other choice if there aren't any medics or chemists or anything to heal them.

    For now, I like this idea for only flag carriers but I can definitely feel like eventually we can find something that works perfectly for everyone. My idea would be that perhaps after players use half of their steak (like if a soldier used up two of their steak (and also have actually taken some real damage, not just losing half a heart)) than they could go back into spawn (we can find a way to configure with mages, chemists, and other classes that don't use steak) but that's just really complicated.
     
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  5. Dequoy

    Dequoy Active Member

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    As a player who strongly favors archer I've noticed that when I'm completely surprised by a ninja instigator, I have roughly a 50/50 chance AT BEST of surviving the ordeal (and likely hearing about "bowspam" complaints if and when I do happen to defeat the more arrogant-acting ninjas, ha). What happens is the ninja typically dictates when and how the fight starts. After about 3 steaks of my 4 total are gone from that one quick fight, I might luck out and "win" only to find that my hideaway is no longer any use. A ninja who was just killed and is fully respawned/revived is likely pearling right back to that spot for a revenge kill VERY SOON and VERY QUICKLY, and the snipe location is already known so I need to move somewhere else anyway. Meanwhile, I can't do anything to revive my own health or steak supply. Granted, someone ELSE can be nearby (likely blowing my cover, by the way) like a medic or an engineer with cake at the ready, but "I" cannot do anything except hoof it back to spawn to revive and "/archer" without being killed from it as a result. And that's IF I can manage to survive the trek through the field of battle (and faster than the most likely returning ninja). Perhaps if respawning didn't kill and say "has died", but instead said something like "has retreated back to spawn." and only counted as a death if it was soon enough for the attacker to be awarded the credits for the kill, then it would be something I could be on board with. But as the archer's, heavy's & soldier's only hope of self-reliant respawning without dying from it, I can't agree with this no return policy. It's already annoying enough on the maps that have no spawn return option for the less mobile classes.

    In other words, if an all out sudden war between those 2 classes pops up and the ninja nearly kills an archer, but the ninja is killed and the archer wishes to respawn...that would mean death for the archer using "/archer", unless the archer can return to spawn to fully revive to 10 hearts or happen to catch a heal from someone else. If an archer nearly kills a ninja, but the archer is killed and the ninja wishes to respawn...the ninja simply crouches with the sword for a short while somewhere safe until 10 hearts are back and everything's fine with or without getting healed by someone else. "/ninja" and no death. In fact, even if the ninja had no other choice but to return to spawn, getting there and back would be much faster (and typically easier) for the ninja compared to a class like archer.

    As for the players exploiting this when instigating and trolling while they play "spawn peek-a-boo", it DOES keep that player less active and near their spawn since they aren't being very useful in the meantime...and much of the no spawn entry or (my favorite) TRICKY spawn entry is dictated by the actual CTF map design. I like the spawns that anyone can get back into but it takes a bit of parkour, or it has a drop off and requires climbing up and around to fall back down into. This way if something encourages a player to return to heal or respawn without having to take a death over it they have that option rather than being forced to stay out once they leave. I'd rather have players slowly nudged out of spawn over time so that nobody can sit there without at least walking against the weak conveyor force to remain in spawn to continue reviving. That would actually cut down on AFK players staying immune to CTF action too, ha. :grinning:

    As for preventing new flag carriers from running into spawn while holding the flag, maybe the mechanics for running into spawn with the flag should change to pushing them back to the spot they ran from like a wall barrier and an alert message telling them they will die if they enter spawn while holding the flag. Enemies can still knock them into spawn and kill them, but they wouldn't be able to deliberately run into spawn to die (so the only "game nerf" then would be the silly players who like to do that for the absurd laughs that it can cause, heh heh)
     
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    #5 Dequoy, Dec 22, 2018
    Last edited: Dec 22, 2018
  6. auromelt

    auromelt CTF Mod ʕ •ᴥ•ʔ // TF Member

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    I think it might cut off healing opportunities for classes such as assassin and such when there are no medics around (and some people want to survive to preserve their killstreaks : - )) and some people will never change off their class to heal you/some medics just never heal you D:
     
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  7. Raging_

    Raging_ Well-Known Member

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    You could add a PvP timer if you're in combat you cant enter spawn. But for flag carrier it can be the opposite, no pvp timer no entry to spawn, yes pvp timer into spawn you go. And you know maybe add in a respawn timer while we're at it
     
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    #7 Raging_, Jan 4, 2019
    Last edited: Jan 4, 2019
  8. Northernlreland

    Northernlreland Well-Known Member

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    I mean, I personally like the idea, make the flagholder be able to go back into spawn whereas anyone who isnt holding the flag cant. This wont solve the problem of new players running into spawn with the flag, but it will solve the problem of anyone else running back into spawn to save their K/D ratio.
     
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