Spawn room relocation underground

Discussion in 'PlanetSide 2 Gameplay Discussion' started by FallenArchon, Dec 9, 2012.

  1. FallenArchon

    Wouldn't of been a 5min thought process of a company's employees to go "hrmm spawn rooms in the open bad idea"

    Once I get spawn camped I move to another base a prepare for the oncoming wave. But the spawn locations are just bad

    This no fix but couldn't the main room be under ground with teleporters leading to the top but them being spread out inside the buildings with the ability for infiltrators to shut down the portal for a time base on hacking cert level. Except a main on. I do think once a base is lost, people should move on but I think there need to be a point of no return like a loss of a SCU which forces you to spawn some where else.

    Do you think that there should be a SCU in every base.

    Do you think that there should be a console that allows drop pod spawning that you have to cap to cancel ( under the big radio towers) in the open so that would be the first to go.

    Should there be a room on the inside ceiling of the bio dome for LA spawning or everyone just add a down only elevator

    Should there be a shield generator for tech labs or a gen for each shield



    On my phone so bad grammar and can't convey everything I want.
  2. Littleman

    If bases had underground complexes for the spawn rooms to lead into, then spawn rooms could afford to sink into the ground up to their second level exits. Allows the home team quick access to the surface while also allowing them quick access to the innards of the base. We don't have those innards, mind you, so a simple teleporter to the main structure will have to suffice for now. Sinking the main spawn won't do anything otherwise.
  3. Ixal

    As long as there are only 1-2 exits easily reachable by tanks it doesn't matter where the spawnroom is.
  4. FallenArchon

    Trench defense would be nice somewhere.

    The teleporters lead to multiple buildings think along the lines if like 4 teleports so it would help it's not a complete fix also a open roof shielded would be nice for LA

    Shouldn't there be more AV turrets also should the turrets be like bunkered until manned and raise out of the ground.

    The drop pod spawn would alleviate the tank spawn problem but to stop drop pod spawn there should a be a spawn limit so you do get 100 drop pods raining death from above on everything. But the drop pod spawn is easy to cap under thoses radio towers.
  5. Dhart

    Camping spawn points is not surprising... terminals that can be damaged or destroyed inside a 'shielded area' with a door too small from a Sunder to enter... is what gets me. If your own faction is doing it to you...there needs to be an instant weapon lock for an hour. That's malicious BS on a whole new scale.

    Sure when the point flips... you are given a few seconds to leave before the system kills you; but I suspect it's more than enough time to blow one up with C4, etc...
  6. FallenArchon

    Also would it be an idea have degradable defenses which is like tank traps that a engineer had to construct or deconstruct. Im thinking along the lines of " the crown is lost so I port back to TI Alloys and get the tank traps up, door activated, auto defense made and charge the AV AA turrets. More prep work in base defense. But if left alone would deconstruct after a time

    Also what about jump pad console for defenders only until hacked per tower So enemy can use.