Author Topic: Antagonist Spawning 2.0  (Read 2852 times)

Scolan

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Antagonist Spawning 2.0
on: May 07, 2018, 02:52:39 AM
I recently made a post suggesting a radical change to the way that spawning could work as an Antagonist. My main issue being all of the spawn camping that goes on

Linked here:
 https://r.tapatalk.com/shareLink?url=https%3A%2F%2Fwww%2Eraidersofthebrokenplanet%2Ecom%2Fcommunity%2Findex%2Ephp%3Ftopic%3D1391%2E0&share_tid=1391&share_fid=1519428&share_type=t

(Crossing my fingers that the link works.)

I was worried that the system I suggested was too far removed from Mercury Steams current system that they might not even consider it

So this is a more middle ground suggestion

My suggestion is is that each section of each level should have 2 or 3 sets of spawn points and each time you die you're given one of the sets at random

For example each section could have a total of 18 spawn points and each time you die you're given one of the 3 sets of 6 spawn points. Or 21 total spawn points with 3 sets of 7 etc. etc.

This would help to alleviate spawn camping because the Raiders wouldn't know which spawn points to sit on because they wouldn't know which spawn points set you were given on that particular death.

Now I realize that this idea couldn't possibly work across the board for each section of each level. For example, in the second section in Hanging by a Thread, how many more spawn points could you add, let alone spawn point sets, to that small little area?

This is kind of why I prefer my first idea. Because spawn camping is really only a big issue on the smaller map sections. Which are precisely the types of areas where you couldn't add a bunch of spawn point sets to

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