[Suggestion] [Simple]Redeploy Fix

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Joexer, Nov 8, 2014.

  1. Joexer

    Make Bases have a baselinr number of troops that can be spawned in before that stream is reduced to a "trickle" where transport from farther facilities will be necessary. Factors on the Reinforcement cound will be based on kind of facility, distance from warpgate, Enemy Population, and overall(continental) population/land control. Vehicles with squad spawn are to be left alone and sunderers will have a continuously regenerating pool. Maybe even generators for a spawn control unit could be added to more bases.
    • Up x 1
  2. MotionBlured

    "Simple" followed by completely changing the games current mechanics.
  3. FateJH

    This went from "simple" to "elaborate set of factors" fast.
  4. Joexer

    I didnt finish sorry my pc crashed, but yes relatively simple to implement because it is just an algorithm(formula) to control where and where not people can spawn. Simple in implementation not in Gameplay. We already have the ability NOT to spawn at a given base. It is simple from devside 2
  5. MotionBlured

    "A simple algorithim" is never simple when games are involved.
  6. Cest7


    The current spawn system locks out long distance spawns to evenly popped zones.
  7. Joexer

    Not quite. It could be as simple as an inequality. Set spawn=false @ x (number of players in region) (this is simplified but im sure its close to how it sould work) Not too hard and the equally distributed pops is one of ths causes of these problems in the first place. Use the lattice to show where team D(defensive) must retreat to or wait for the generator to be repaired, energy to recoup. OR (Bringing ps1 back) (hard idea) have a (planetside 2-ized)ANT transport and restore Spawn Energy.
  8. ColonelChingles

    Two simple changes I would make to redeploy:

    1) Make redeploying count as a death for K/D purposes. This would stop xXxMLGproxXx players from redeploying all over the place without winding up with KDRs less than 0.00001 and being laughed at by all their MLPpro friends.

    2) Make redeploying cost 500 nanites. This does three things. First, players cannot redeploy and instantly hop into a MAX, a tank, or throw around C4 and grenades like there's no tomorrow. Second, players cannot redeploy continuously and have to wait for their nanite pool to refill before they can redeploy again. Third, players cannot spend their nanites willy-nilly and then expect to be able to redeploy.

    This would make people use transports, which in turn would make transports important targets, which would give tanks/aircraft other targets to hit besides infantry, which would let SOE buff tank shells! Nerf redeployside, buff tanks!