moronval
Private Tester
That's good, because it's been there since 1.0.
are you sure
That's good, because it's been there since 1.0.
don't think increasing that number across the board is a solution with some flag to flag routes already taking about as long as respawning.
Could respawn times be made relative to the size of the map? Frostbite = 5 seconds, Bladerun = 8, etc? You know, because respawn rates would affect an LO more depending on how quickly he could get back to the enemy base.
I agree two Sentinels flag passing during standoff is over powered, although I don't think the problem is respawn times as a whole, but how you spawn in as your selected class.
Dedicated chase defense, cappers and LO cannot afford to lose a second on maps like Frost just to curb Sent passing.
Ugh, I can't believe I liked what you posted.
Agreed with emphasis on the "while in your own base" part. How about making respawn time relative to both the amount of health you have left and the distance between you and the nearest spawning point in your base? Of course, the distance also takes map sizes into account, and so could be mixed in with DOS’s suggestion of relative respawn times based on map size.I feel like if it's EASIER to kill yourself and respawn than to regenerate life while in your own base, something is wrong.
Maybe a countdown timer that starts when you die and increases your respawn time by 1 sec everytime you die before the timer runs out? Stackable up to a certain amount, with the timer refreshing after every death. Sure, some people might stay and just heal, costing them precious time that could be spent defending/chasing, but for most, 1-5 secs extra really isn't that much when you have to respawn. Or maybe it could increase by .5 sec when you respawn and 1 sec when you are killed.
Just tossing some ideas around.
Outlawl, are you suggesting that the map Frostbyte is severly flawed?
Once the flag was returned the instant overdrive would be used to instantly cap the flag. I know this is getting a little off topic, but I think this may be part of the problem leading you to look at respawn times.
Again, Outlawl, again. I think people like frostbyte because of the quick gameplay
does anyone remember playing sentinel without iOD? Chew on that one
I think in order to place value on life, we must severely punish death.
10 second re spawns anyone?
I do think that Outlaw has brought up a very valid point (multiple times, both in L:OD and FE:L) which hasn't been addressed or even considered; flaws in map design. Is there any reason that people are ignoring this and are instead focusing on "fixes" which wouldn't resolve the overarching issues?
Way to contribute to the thread.
- Doesn't bother to read the thread or any of the arguments
- Proposes something which would be obviously detrimental to gameplay without any sort of justification sans a floaty bit about life and death
- Passsive-aggressive emoticon following a "when-I-was-your-age" irrelevant anecdote