[Suggestion] The spawn system makes starting and maintaining new battles hard

Discussion in 'PlanetSide 2 Gameplay Discussion' started by 36thelement, Nov 19, 2023.

  1. 36thelement

    Take a sunderer to a base, a few people spawn and attack. A few defenders spawn and you've got a semi-balanced decent small-scale fight for about 30 seconds before the next stage...
    An entire platoon of defenders spawn in, over-run the sunderer and end the battle in 2 minutes.

    You basically have to have a zerg to start a battle, and then it just turns into a spawn camp.
    It is far too easy to just sit on the map screen and redeploy wherever you want and kill a sunderer as soon as you see a capture timer counting down.

    Suggestions:
    Redeploying counts as a suicide and adds 10 seconds to your spawn timer.
    You can only redeploy to bases within 2 or 3 hexes to your current hex.
    Make default sunderer driving physics better, people don't enjoying driving them, the handling is horrible.
    Bring back the old single-seat flash with no weapons, make them cost 0 nanites to pull.
    Squad spawn beacons should obey the rules of the spawn system, if you have a majority population you cannot spawn or place a squad spawn beacon.

    Obviously people will cry 'hoW Do i GeT inTo thE FIGHt?!?!?', well, you made flashes free and sunderers aren't painfully slow to drive now so they can just spawn a vehicle at the nearest base and drive there.
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  2. TheMercator

    I mean, balancing the spawning-behaviour is a problem the game has since the start.
    There were time when it was to hard to spawn anywhere and there were times, when you could basically spawn anywhere you wanted. Right now it is pretty good, but could be a bit more restrictive to squad spawns (especially beacons are way to spammy)
  3. Amador

    In PlanetSide 1 you could only spawn at the following:
    1. The single nearest main base.
    2. The single nearest tower.
    3. The single nearest AMS. (Sunderer in PS2 terms.)
    4. The single location you've manually bound to. (As listed above.)
    In PlanetSide 2 you can spawn at the following:
    1. Any warp gate.
    2. Any main base.
    3. Any stronghold.
    4. Any minor base.
    5. Any tower.
    6. Any construction base.
    7. Any deployed/squad Sunderer.
    8. Any squad Corsair
    9. Any squad Galaxy
    10. Any squad Valkyrie.
    11. Any squad Spawn Beacon.
    12. Any squad vehicle with Logistics Implant equipped by the operator.
    13. ... Except when a specific region has become highly contested.

    As a PlanetSide 1 Veteran and having experienced both styles of gameplay... I will inform you that although it is possible to restrict spawns to create a more linear frontline system, however it will not be well-received by the the current PS2 community.

    This is because PS2 was not designed where the lattice only connects between major bases such as AMP Stations, Bio Labs and Tech Plants. To adjust this would require the entire redesign of lattice systems for -all continents- to reflect this outlook.

    This is also because the community has acclimated to the existing system for years. To change this system will not result in enthusiastic adaptation to PlanetSide's original roots, but rather bemoaned with outspoken rejection. Simply because they're lazy.

    - - - - - - - - - - TL;DR - - - - - - - - - -
    ... To obtain the results you seek, the spawn system must be revamped in its entirety. However, the community will ultimately complain over the loss of convenient respawns in order to obtain the "front line system" you are essentially asking for.

    The dogs of war were trained to know only "whack-a-mole" by Pavlov - it's too late to change them.
  4. BengalTiger

    Just adding timers to each individual spawn should fix this (if only in contested bases). Let's say 1 player can spawn every 5 seconds per spawn tube.
    If you have a base with 2 spawn tubes, that's 2 ppl per 5 seconds...
    If you want 50 ppl in a base with one spawn point, then it's more than 4 minutes.

    Now let's make it so that spawning in the nearest friendly base does not have this restriction.

    Our platoon has a dilemma, deploy and wait vs grabbing a convoy. The convoy is now the faster way to get to battle.
    We'd see a lot of open field action.

    The battlefields would also look much, much more realistic when a besieged base receives support from friendly territory, rather than defenders multiplying inside it.

    This opens up the situation where attacking tanks and airplanes need to intercept the defenders who are coming from the next base over, so the spawns would not be camped.
    To support a large defensive action, defensive Sundies would be a must. Then there's combined arms not only as close as possible to the control point, but also around the perimeter of the base. Such battles occur sometimes (and they're awesome), but there is no real driving force to make them common.

    EDIT: Another option that would be a valid tactic would be to deploy in the next base if the current one is about to fall. This would lead to continuous fighting and not the defenders showing up after the attackers already got to the control point. Would encourage much more depth in planning on the RTS level of the game.
  5. 36thelement

    What you're describing basically already happened with the old spawn system before they ruined it with this 'spawn priority system' which basically consists of being able to spawn anywhere but having to wait 5 seconds longer.
  6. BengalTiger

    But then you can still throw the whole platoon at once - only everyone gets a slightly longer delay.
    My point is to make it work similar to when there's a lot of folks at a vehicle terminal.
    A tank spawns, everybody waits.
    The next tank spawns a few seconds later, and everyone remaining waits.
    Etc., until the last person.

    So for infantry spawning, the first member of the platoon spawns in, the second one is after 5 seconds, then the next after 10, etc., assuming that defenders who are already in the base are not respawning - they would cut the line.

    The only way to actually drop everyone in at once would be to have each squad lead do a Steel Rain in coordination.

    This would of course not apply to non-contested friendly bases, there if a full platoon wants to crash in at once, so be it. They'll have to drive or fly to the frontline to help the besieged base from then on, but I think that's a good thing.

    Say hello to Galaxy drops that mean something, Valkyries dropping people off where Galaxies cannot reach due to being clumsy big
    targets, Sundies having passengers, escorted by tanks, and the attackers in vehicles would be busy intercepting such reinforcements.
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