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A Change to Spawning and Spawn Protection

Discussion in 'Ideas' started by BrawlerAce, Jun 1, 2014.

?

Should MC-War use this spawning system for TDM gamemodes and Infected?

  1. Yes.

    94.7%
  2. No.

    0 vote(s)
    0.0%
  3. Unknown/undecided.

    5.3%
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  1. BrawlerAce

    BrawlerAce Well-Known Member

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    I'm sure many people don't really like the current system of spawn protection. At times, it's helpful, and at times, it's useless. Here are my changes to spawning -
    • 3 different spawns for each team. This was suggested somewhere before, but the spawns would be near to each other, to keep it from being too OP. Generally, clans will all spawn at the same area at the beginning of a match unless the majority of the team is one clan, or unless the team is very small. When you die, you will be spawned at the spawn point with the least enemies within a 20 block radius. (kinda like Battlefield)
    • Complete invulnerability. You can still be knocked out of the map in some cases, and you either die or are stuck because you have that spawn protection. While protected by spawn protection, you are completely invulnerable. Bullets will go through you, and it will be like 7 seconds of god mode.
    • Spawn protection disappearance when attacking. The issue with spawn protection sometimes is that you can't do a thing when someone attacks you with spawn protection, especially on a tiny map like Shipment. You're screwed, unless you can stay alive for 7 seconds.... pretty hard when you can't kill your enemy... The idea here is that you will lose spawn protection when you attack. That means shooting your guns or using a melee attack. This gives the person you're attacking a chance to beat you, although it is a small chance.
    Those are my changes to spawning. Comment below on any improvements or whatever, and vote on the poll.

    EDIT: Credit to @RLHchampion
    • When the person with spawn protection fires, if he is carrying a shotgun, the damage of the shotgun pellets will be reduced by 1/2. For instance, the SPAS-12 fires 8 pellets which each do 2 hearts per shot. That would mean 16 hit points or 8 hearts. (not counting headshots) Their first shot will have half damage, so they will do 4 hearts not counting headshot multipliers.
     
    • Like Like x 9
    • Agree Agree x 1
    #1 BrawlerAce, Jun 1, 2014
    Last edited: Jun 1, 2014
  2. Zippy999

    Zippy999 Well-Known Member

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    YES. YES YES YES.
     
  3. Usp45

    Usp45 Well-Known Member

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    Good idea, but it will cause a lot of hackusations, so I think that when you spawn in, you won't have armor until your 7 seconds are up so people will know when you have spawn protection or are hacking.
     
    • Like Like x 1
  4. CaptainBrawler

    CaptainBrawler Well-Known Member

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    Amazing idea, Sir Brawler. I'd love to see this implemented.
     
    • Agree Agree x 2
  5. JulienNL

    JulienNL Well-Known Member

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    LOVE THIS!!! i hope this all will be added
     
  6. Tuggers03

    Tuggers03 Well-Known Member

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    Interesting ideas! I would love to see these implemented. +1
     
  7. lcfboy

    lcfboy Well-Known Member

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    I just noticed that this will make it way harder to spawn kill. It will also involve more strategy. If one part of the team is getting spawn killed, the other people from the spawns could blitz their side and encircle the enemy. This would make war a lot more fun
     
  8. SALSAA

    SALSAA Well-Known Member

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    I love this Brawler! You've done it again. Since you brought up going OOM with invulnerability, you'd get teleported back once you go OOM and killed if you don't have spawn protection (kind of like the forcefield in the hunger games).

    I really hope this gets implemented because this kind of spawn protection and spawning mechanic would make the game better, more strategy-like, and make the game a lot more balanced for the people who use an entire clip on one guy with invulnerability and him OSKing the person.

    One idea I'd put in is that the first bullet fired at a player would be 1/2 the damage of a regular bullet, so the scenario above doesn't happen with a guy with iso. That being said, 3 burst automatics and rapid-fire guns will still have their damage done after the first bullet. However, for shotguns, the entire burst will be 1/2 damage on a person if the sender has invulnerability.
     
  9. BrawlerAce

    BrawlerAce Well-Known Member

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    Perhaps particle effects? Although that might lag some players. An alternative is to give them a custom name tag, "Spawn Protection" instead. Either that, or yellow armor.
    Well, you can't really go OOM if you're invincible like what I have suggested here. However, you can with the current spawn protection.

    As soon as the person with spawn protection fires a single shot, he loses that protection. So if he misses with a sniper rifle, he's done.
    For burst weapons - will the whole burst have halved damage, or only the very first bullet?
    Adding the rest, though.
     
  10. SALSAA

    SALSAA Well-Known Member

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    I stated that the first burst (all the bullets fired in the burst) will be counted as half. Also, 3 burst automatics now count, after some thought.
     
  11. Javed

    Javed Well-Known Member

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    If the fresh meat is invulnerable to both damage and knockback, there's not much point in having multiple spawns. That idea was mainly to make it more difficult to trap a team in their spawn, but if they aren't affected by knockback anyways then it's sort of superfluous.
     
  12. teawithchoco

    teawithchoco Well-Known Member

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    Well I agree with 3 different spawns but the spawn killing on mc-war is nothing next to the original CoD series.
     
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