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Old 03-16-2017, 12:44 AM   #2
tomahawk
 
Join Date: Mar 2017
Gametype: Capture the Flag
Posts Rated Helpful 3 Times
Respawning

General-
1. I generally tried to picture how these classes and their interactions would play out on 2Fort4.
2. The game play I envisioned was more of an organized clan level play in which the team members actively worked together.

Respawns-
Defense:
Scenario: An Engineer builds a level 3 sentry in the flag room. An attacking force works it's way into the flag room only to be repelled by the Engineer and his lvl 3 sentry. However, they manage to destroy the sentry in the process.
Instant respawns- Before the Engineer can rebuild to level 3, the flag room is being attacked again.
[Risk vs Reward] The reward for successfully defending the flag and killing the attackers is... 15 seconds later they're back fully armed before the defenses can be rebuild. That's not good. The reward for failing to overcome the defense is instantly being given another chance at the flag, this time with better odds.
Timed respawns (20 sec)- The Engineer has more time to rebuild.
[Risk vs reward] The attackers have a penalty for failing. However, now, there is a steady stream of attackers spawning and rejoining the fight. This leads to a very disorganized attack, and frustration for the player.
Respawn waves (20 sec)-
The Engineer will possibly have enough time to fully rebuild, but not always.
[Risk vs Reward] The attackers will have a penalty for failing, which would rarely be the maximum time of the wave. In addition, when the wave respawns the players that respawn will have a ready build attack force ready to retry their attack.

Attack:
Scenario: An Engineer builds a level 3 sentry in the flag room. An attacking force works it's way into the flag room and successfully kill the Engineer and his lvl 3 sentry and grab the flag.
Instant respawns- The surviving attackers grab the flag and head for the exit.
[Risk vs reward] The player that was the Engineer instantly respawns as a combat based class, with full health, full armor, and fully armed.
Timed respawns (20 sec)- The surviving attackers grab the flag and head for the exit.
[Risk vs reward] The Engineer has a penalty for failing. The remaining defenders must rally and work together to stop their flag from being taken. Waiting for a full 20 seconds can lead to the frustration of the waiting player.
Respawn waves (20 sec)- The surviving attackers grab the flag and head for the exit.
[Risk vs reward] The successful attackers will possibly have enough time to escape ( or get closer to the exit), but not always. The defenders will have a penalty for failing, which would rarely be the maximum time of the wave. In addition, when the wave respawns the players that respawn will have a ready built force.

Conclusion- In my mind a 20 second respawn wave is the best option for balancing the Risk vs Reward of being successful or failing. Further, it supports the teamwork aspect of both attack and defense.
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