Enemy Spawn!
(1 vote, average 5.00 out of 5)
Written by KFS1   
Tuesday, 12 August 2008 00:00

KFS1Something that goes round the office and forums every now and again is the issue of enemy infantry inside a depot or barracks. There are a huge range of opinions about it from "a factor of all out war" to "cheating". I tend to side with those who say "if the game allows it" on this one, right up until it's my turn to get shot ;)

The topic has come up a few times in the office recently and I tried looking at it from a casual player perspective. It is something that happens from time to time to all of us. I've gone AFK and returned to find myself "camping" inside a (now) enemy spawnable.

We had several in-house and player suggested solutions on the table and I found most of them to be severe (make it a TOS violation), unfair (kill the intruder), detracting (remodel the buildings so you can only leave them - which means no normal roof access) or gamey (invisible one-way walls).

There is one very simple solution that we are currently trying out on our internal development server: if you enter an enemy barracks or depot, a bright red warning message and a buzzer sound notify you "Enemy Spawn! Your weapons will be disabled until you leave".

That doesn't mean if you see an enemy inside a depot you can't shoot him from outside. You can still enter the buildings to use them for cover from, say, an enemy tank outside. Paratroopers won't have a good reason to try and land on depots but those who land by accident will have an incentive to get off/out quickly. And the feedback is clear and simple with no guess work involved.

This is one of those features that takes but a few minutes to implement and can then be handed over to our producers/designers to experiment with and tweak as and when they have time, while the coders go back to bigger and more pressing issues.

I hope this one will prove simple and straight-forward enough that - after it has been play tested by producers, closed betas and finally in open beta - we'll see this make it into the game as early as 1.29.

 

 

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Comments (44)
1 Wednesday, 13 August 2008 14:03
Baal
I really enjoy reading posts like the above. Please do more of it.
2 Thursday, 14 August 2008 02:25
hchris
Yeah I also love those posts a lot! Please keep them coming!

About the feature KFS talked about, I think it could definately help and would decrease the so called "spawn camping"!
3 Thursday, 14 August 2008 09:30
Vodka420
well if we are on this roll. how bout we disable panzer guns inside the army base so we dont have tons of tanks shooting at us!!! oh how bout adding a three second spawn protection?! Having EI inside my bunker just made me work harder :)
4 Thursday, 14 August 2008 13:23
shanej20
I think it should be allowed. We do it as much as the enemy. It makes it harder, and as a result we get better. I like it. I always get killed when enemy are camping, but it has made me better! Please don't change it.
5 Thursday, 14 August 2008 18:09
Rugger
Only spawnable depots? What about towns with no brigades in them & the depot gets captured? What about when you are defending a depot that has your brigade in it, it's not a spawnable depot for the enemy, and it is captured?
6 Friday, 15 August 2008 19:16
Glen Horvat
This change will take some fun out of the game. Spawn killing rarely happens and it is easy enough to kill an enemy inside a spawn when it does happen. Why keep it in? because it's fun, challenging and adds variety. Stop making this game too easy!
7 Friday, 15 August 2008 23:15
xtanker
Don't change it at all. Capping force should have to finish mopping up. It's called Due Diligence!
8 Saturday, 16 August 2008 05:58
Fundin
I like half the solution, don't like having the weapons disabled, but a warning buzzer for the now owners of the spanable wold be good, at least you'd know EI was inside when you went to spawn.
9 Saturday, 16 August 2008 17:34
Snpshot
Could you do that to the people camping rear airfields, say a 1km range around them disables weapons? That would be awesome!
10 Saturday, 16 August 2008 19:54
sharples
its nice to have the dialougue open between Rats n players:) nice.....cheers:) sharples
11 Saturday, 16 August 2008 21:39
Wolfv
Think its a good idea for depots as u cannot enter them other than to spawn into them.. or para ;) Could it be implemented that it doesnt work for the ground floors? U should be able to infiltrate via running into depots still.
12 Monday, 18 August 2008 04:06
Gagsy
Paras landing on depots and ei already inside a newly captured depot I can live with but its the odd occasion when somehow an ei acesses a spawn under neither of these conditions that gets me angry, someone who is blatantly cheating in other words.
13 Monday, 18 August 2008 04:27
Rafael Casanova (rafa250 in game)
This feature sounds very good to me. Clever solution. Nothing more annoying that someone who's sitting in your infantry spawn, killing everyone before they can even move. I would personally ban them, but this will do too.
14 Monday, 18 August 2008 14:02
just a suggestion...
Why not notify the spawning player that the spawn is hot if an enemy resides within the spawn. Then the player can decide if he likes to push his/her luck on that particular spawn or go for a safer alternative.
15 Monday, 18 August 2008 18:51
nmaguire
leave it alone. It's not a big deal. Futhermore, it's stealthy that an enemy could in real life infiltrate an enemy bunker.
16 Monday, 18 August 2008 19:26
yousob
We capture a spawnable and set good defence inside all of which spawned into the depot legaly, now 1 stealthed EI sneak caps the depot and you want to deactivate all of our weapons and force us to leave in a hurry?
17 Monday, 18 August 2008 21:45
Frantish
Invulnerability timer. Why not give the spawner 3 seconds of invulnerability for the environment to load, and have a first shot at spawn campers. Vehicles should have enough time to deploy. Will make it much more dangerous for an ET to sit in AB.
18 Monday, 18 August 2008 21:47
Frantish
Invulnerability timer. Why not give the spawner 3 seconds of invulnerability for the environment to load, and have a first shot at spawn campers. Vehicles should have enough time to deploy. Will make it much more dangerous for an ET to sit in AB.
19 Monday, 18 August 2008 23:47
hvysteel
i vote a giant "no". having youre weapon turn off just because youre inside an enemy area is dumb and "very arcade". kinda like the robot everywhere AI and just like being shot and killed inside youre tank by a planes mg which is still happining.
20 Tuesday, 19 August 2008 00:14
Janster
I kinda wish they had spawn on officers, this would eliminate spawn camping totally, and make for a more fluent dynamic battle with better squad cohesion. You can still make supply rules for em. This would really kick ass imho.
21 Tuesday, 19 August 2008 04:36
ramsey40
its a gamey tactic,might as well get the red an blue markers out,if we continue down this path.
22 Tuesday, 19 August 2008 05:34
anfiach
A solution would be random spawns in structures which are turned off if x number of enemy are inside. This would force actual are control. The numbers could even be used for balance x being related to the amount of overpop.
23 Tuesday, 19 August 2008 08:25
MDundee
I'd prefer an invulnerability timer (2 seconds imo) upon spawn. As someone says "The depot is camped" we just say "start running before you spawn in" and that fixes the problem, you can run out of the camper's LOS before they can shoot you.
24 Tuesday, 19 August 2008 12:36
Aceman8
Not an issue enough to warrant a change. A warning to the spawning infantry that the spawn point is hot; let them decide to risk it. With the game moving away from fixed spawn points, this issue will become moot on its own.
25 Tuesday, 19 August 2008 14:09
miller6
I shot from a depot window into the AB for about 25 minutes after the depot was captured. They need to clear buildings. If they enter from "above" or "illegal" means then sure put a weapon jam on them... but if they were there before leave them.
26 Tuesday, 19 August 2008 18:15
Kramer75
I think the Rats should fix current problems or adjust the realism before working on sleep alarm buzzers inside depots. Just my opinion.
27 Thursday, 21 August 2008 05:06
ddraig1
Spawn camping advantages no one so why remove it Its part of the game just like AF camping is no different to having enemy airplanes at an active FB The developers should concentrate more on stopping clippers and dual account cheats
28 Thursday, 21 August 2008 10:34
chkicker
If u spawned into a depot u should be able to stay IMO. If the inf spawn at an fb is knocked down or built into a hill you should be able to enter. Keep the one way stairs and fix the boxes at the fb inf spawns so ei can't enter when it's not blown.
29 Thursday, 21 August 2008 13:02
rud
There's nothing even remotely fair about hiding behind a hedge row sniping enemy officers at 500 yards. This is war soldiers! Don't like what that ei is doing? We don't need a patch, just fill him full of holes!
30 Thursday, 21 August 2008 22:41
quizno
Rats had posted paras couldnt land on a depot & enter to camp. I agree. My ? is, with ur fix, does the gun disablement ONLY work if u didnt spawn in that facility? IF not, can you make it so?
31 Thursday, 21 August 2008 23:39
Torrix
It should be left as is. One guy slithers in and caps a depot means the 20 guys fighting from inside the depot HAVE to get out while weapons not working is a very bad idea. Plain and simple, if you cap a depot, you have to clean it too.
32 Friday, 22 August 2008 13:41
joahn250
I think it should be left as is. Like some people are saying what will happen in the different situations? So I like it the way it is because it forces the enemy to clean the captured depot of enemies.
33 Friday, 22 August 2008 21:39
Donner
Server side despawns. Server despawns you after x seconds in an enemy depot. Couldwork for numerous other problems with variable time limits, like x number of minutes without client input, server despawns you.
34 Saturday, 23 August 2008 13:36
muzzy
IT SHOULD BE ALLOWED ,ITS REALISTIC ,IF YOU DONT MOP UP THATS YOUR FAULT . TO KILL THE ENME IS THE GOAL. PARATRPS SHOULD TRY TO LAND ATOP DEPOTS
35 Sunday, 24 August 2008 14:49
Dweeb
To me this seems far more unfair than the problem that is being fixed. On the ground floor or roof you can't kill enemey infantry as they spawn in, so really you have no more of an unfair advantage over them as somebody, say sniping from a bush.
36 Monday, 25 August 2008 03:13
gweeblex
What about the issue of people going through the bottom parts/garage as they make their way to the flag building? Surely you won't disable their weapons?
37 Tuesday, 26 August 2008 11:27
Bragg
All this talk of mopping up. your dead before you can move. You cant kill them from outside,or they would just camp the spawn from outside. It should just blow on capture killing all inside kills go to capper
38 Tuesday, 26 August 2008 21:57
kilo33
Place one way doors at barracks points. Owner can spawn in safety, enemy gets stuck in halls, nooks and crannys. It requires mop up but allows marshaling of forces by the owner to clear the buildng. It also allows Para's to drop on the building.
39 Thursday, 28 August 2008 06:45
Hassel
How about red message "get out or we'll call your parents" Leave it as it is ;) no dev time wasted :P
40 Saturday, 30 August 2008 07:52
Sarge1
This is suppose to be a war game. There really isnt any cheating when your camping a base or depot. The object of war is to Over power a enemy to defeat them. we normally clean out a depot pretty fast. quit spawning in depot and avoid getting killed
41 Saturday, 30 August 2008 12:10
shelledy
needs medics that can ONLY heal teammates. Also an ambulance the medcs put the casualties on. the "killer" of the casualy gets points as well as the medic and ambulance driver. medics can ride the ambulance like an opel blitz
42 Sunday, 31 August 2008 15:48
David3rd
Ya medics could be good. We also need POW camps since we got the surrender command we should be able to take POWs.
43 Wednesday, 03 September 2008 13:00
Manoë
No need to change realism for the sake of fair-play or whatever. War is war you know.
I agree with an invulnerability of 2-3 seconds or a warning of hot spawns but disabling weapons is just plain stupid. What's next?
44 Wednesday, 03 September 2008 17:57
Msgto
Leave it as it is. EI in the Depots after they have been captured or you paradrop on the depot thats realistic. keep the braks off limits because it allows a safe spawn point to counter attack. No need for buzzers or lights or disabled wepons.