DESPAWN TIMER?
(14 votes, average 2.86 out of 5)
Written by DOC   
Thursday, 17 December 2009 11:12
After we reconfigured the host for the start of Campaign 57 on Monday morning, a small error crept in that was caught in the next few hours and rectified. This error changed the despawn timer from the usual 10 seconds to 15 seconds. We changed it back but it did bring up a point worth considering. I’ll try and illustrate this so that you can give it some thought.

Most people think it’s the pilots who want a longer despawn timer, because of other pilots “punching out” when they are hit in an attempt to cheat their attacker out of a kill. In fact it has an equal consideration on the ground due to the nature of armor to allow you, in certain cases, to get hit without serious effect and which one can use to their advantage if they are quick to punch out by despawn. Imagine the following:

A player is tootling along in their tank at a reasonable pace when they start taking hits. Maybe just the one hit. Now a new player might try to stop quickly and jump to the gunner position and scan for their attacker. Some might not even bother stopping although we all know that trying to scan and shoot from the gunner position while driving across country is exceedingly difficult. I imagine that most try to stop quickly and jump to the gunner as fast as they can, after they learn that scanning/shooting from a moving tank is not easy at all. Anyways this player is motoring along and they hear a hit impact their tank.

Whether they stop or not, the attempt to “find” their attacker after jumping to the gunner position will almost always end with their destruction, because their attacker has them ranged and has managed to get the deflection required for a moving hit already sussed out. Should the target tank stop it will die in most cases before it can find its killer unless its killer is right in front of them and in the open. A moving tank might last a little longer but it’s unlikely it will kill its attacker before the attacker can kill it. We see this all the time in the game.

So after a few “learning experiences” where the player learns that if they are driving along and they start taking hits the chances of winning a shoot out with an enemy they can’t even see yet but which is already hitting them is remote in most cases. It is a tiny leap of logic that if driving along in their tank and they hear a hit and they survive it the best course of action is to punch out before the killing blow arrives. The guy that set himself up to be in a good ambush situation or was lucky enough to see such a situation first (and get the drop on his opponent through observation and situational awareness) sees his target disappear into the ether before the kill is made.

Now many people suggest that despawning should consider damage and “kill” the player as a reward for despawning to avoid further damage. This has a couple of realities that make such a suggestion not all its cracked up to be:
  1. There may be no critical damage at all and despawning = kill when there is no critical damage is not a good idea.
  2. When you despawn from the world, it is impossible to “go back” and use what happened to you in the world to make a change to your sortie status (which is required by the code to score a kill in the first place). Without a major rewrite of how the hosts and databases communicate to each other it remains that once you leave the world all your “score” criteria must already have been tabled before you left the world. If it were a simple thing to change we would have done it. The actual code reasons it is like this are complex but the important fact to know is we cannot modify your sortie score once you select the “despawn = yes” option, it has to be decided while you are still “sortied” into the game world.
Your score actually has to be determined prior to despawning, while you are still (as far as your sortie table goes) in the world. You know how you left the game world and can apply logic to modify this record in your head but that’s not how the code works out where you are and why. It is dependent on your state being very different when you are in spawned into the game world than when you are at the selection UI and it cannot cross match them in a retrospective fashion to alter sortie score tables between states. Maybe it can do such things at some point in the future (that would be nice!) but that’s a lot of core work we can’t undertake right now.

So ask yourself, given the scenario I illustrated at the start of this little piece, wouldn’t you actually prefer that the despawn timer were a little longer? It would be the only short term solution to despawning to escape being killed when you are under fire. It might prevent quite a few of those lost kills getting away. We thought it was worth asking because while some will quickly panic at the very thought of it, we wonder if it would be such a bad thing after all. It’s quite possible that the ground game would stand to gain as much fidelity from such a small change as the air game would, maybe even more so.
 

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Comments (48)
1 Thursday, 17 December 2009 12:24
Flinflon
YES! Longer despawn timer. Almost every time I am tanking I lose a couple of laffy kills because they are always the first to pull the rip-cord as soon as there is incoming fire.
2 Thursday, 17 December 2009 15:25
Calwatta
Up the timer even 5 seconds makes a world of difference. I am tired of people bugging out when it gets too hot. If you cant go down fighting to the death then dont play.
3 Thursday, 17 December 2009 17:15
dabar0n
I have no problem with a longer despawn timer if the spawn in timer is shortened the same amount. Flying,tanking,or whatever it makes sense. For an inf however it would be suck. Spawn in timer and a longer despawn you could lose a cp. Give and take.
4 Thursday, 17 December 2009 18:10
KC23
No, I don't want a 15 second timer. Don't give a hoot about kill credits.
5 Thursday, 17 December 2009 18:22
jaguar12
i vote an overwhelming yes!
6 Thursday, 17 December 2009 18:28
ChemguyNC
Look at it this way, if you forced the other guy to despawn, it took an active enemy unit out of the battle, likely out of the spawn list if he was outside of his city. Unless you're a fanatic about your k/d ratio, you should find that satisfying.
7 Thursday, 17 December 2009 20:43
hotel11
I say no to a longer despawn timer. I play for the axis and we usually have a pretty long spawn delay. Add a 15 sec timer onto the spawn delay and you are sitting in front of your computer screen that much longer.
8 Thursday, 17 December 2009 21:03
oyaji
Better than what we have now.

Better still if a loss was recorded whenever despawning for anything other than an RTB. Though a victory might not be recorded for any opponent, it might still work by removing incentive for cheaters-of-death.
9 Friday, 18 December 2009 09:08
G8507724
do you pick up a kill for blowing a wheel of a laffy??, I frequently despawn once my wheels are off, because as far as I'm concerend I'm "dead" I cant drive anywhere.
10 Friday, 18 December 2009 11:02
DeSouzaj
If the pilots want 15 secs to get the kills, I'd say give to them. And shorten our inf to 5 secs. :D

I dont play for points. And 15 secs makes a huge diff when you're guardg a bunker or CP. Add to that spawn delay and inf play is doomed.

S!
11 Friday, 18 December 2009 12:45
YES YES YES
But i5 isnt long enough if airborn
12 Friday, 18 December 2009 14:31
PInche
If you lengthen the despawn timer then shorten the spawn in timer. Dont want to be sitting in front of the computer waiting 2 minutes to get back in game. No matter what I am playing.
13 Friday, 18 December 2009 22:20
imsneaky
How does this affect those who literally pull the cord. You know, the ones who turn off their computer real fast to break connection.
14 Friday, 18 December 2009 23:59
Frank188
Yes longer despawn timers, but only if you have been hit within the last 30 seconds or if there is an enemy with in 1km. This leaves it so no one can punch out under fire, but saves people who are RTBing or just want to go to another town
15 Saturday, 19 December 2009 01:55
sabena
you could even increase it to 30 sec if you added instant despawn areas (friendly spawns)
16 Monday, 21 December 2009 10:26
Mattwitt
I vote no!

I mean I run into people who despawn maybe every 100-200 sorties I have so, I'd rather not wait longer on ever sortie just to get one more kill every blue moon.
17 Tuesday, 22 December 2009 10:50
Kharn
If the code allows your despawn time to be affected if you have taken enemy fire, then that would be a huge improvement to the problem. If not what about based on how long you have been in game?
18 Tuesday, 22 December 2009 10:53
Kharn
Spawn delay is affected by number of people spawned in. Lowering the despawn time would increase the spawn delay. So devs, is it possible not to see people in the despawning process as in game? Effectivly lowering spawn delay.
19 Wednesday, 23 December 2009 08:07
yoav
All this is very reasonable, but I fail to understand one thing: Why is despawn timer active when a player already dead? I take a deadly hit, press Esc, the despawn dialog says I was KIA, and still I have to wait 10 seconds or so. What's the point?
20 Wednesday, 23 December 2009 17:45
Maxminus
I'd just like to point out that many tankers were in fact smart enough to bail after taking the first hit in an ambush situation IRL. Why stay in a metal box to be killed when you are at the disadvantage?
21 Wednesday, 23 December 2009 22:44
Sprouto
Perhaps the despawn timer could be tied to the time from the last hit received? Being reset with each additional hit - unless the target is dead - and despawn could be instant
22 Thursday, 24 December 2009 00:24
Troma
Up the despawn timer to 20secs.If thats possible, if not keep it at 20secs.That gives plenty of time for a tanker to make his kill,a pilot to make his.There's nothing more that pisses me off than setting up a shot just to have a stat whore punch out.
23 Friday, 25 December 2009 12:48
Gogol1st
OK, let s say 10 sec from the last non deadly hit taken, and refresh the timer every non deadly hit taken ?
24 Saturday, 26 December 2009 07:30
Danlo
How bout a resounding NO! I pay to sit around and wait enough already with this ridiculous Spawn Delay. Blanket punishments for a few peoples idiocy or one sides lack of motivation is not the answer.
25 Saturday, 26 December 2009 11:07
dvc
Ill say:
despawn in less than 30s after last hit = KIA
despawn next to msp = RTB (or at least RES)
26 Saturday, 26 December 2009 15:35
beny
Add time? Do away with spawn timers then. Game play should never involve watching a timer tick down. Post despawners in a 'shame list' and subtract points from them or allow other players to pelt them with rotten tomatoes. Anything but adding time.
27 Sunday, 27 December 2009 03:25
lodder
Do not turn this into a bigger waiting game than it already is whit spawn delay. Especially the axis side has allot fo 60second delays which KILLS the fun.
28 Sunday, 27 December 2009 03:49
Doch
No, no longer despawn timer.

Tanks generally dont spawn out in the game when under fire, not tanks that are surprised moving either.

Its not an issue in game, so there is no reason to increase the timer.
29 Sunday, 27 December 2009 11:06
tavroh
We do not need a longer despawn timer to pad stats. If you want to wonk around with the timer, make it smart: longer for damaged vehicles, shorter for no damage, zero if you despawn within 5 secs of spawning ( or default to NOT spawning to a MS!).
30 Monday, 28 December 2009 02:10
Basset
NO
31 Wednesday, 30 December 2009 19:26
MrWinkie
"despawn in less than 30s after last hit = KIA
despawn next to msp = RTB (or at least RES)"

AGREE 1000000000%
Also...how would a long despawn timer help against those that bail out of the game to avoid a kill....
32 Thursday, 31 December 2009 12:09
Parmea
This scenario supports an exploit within a kill or be killed game. The option to despawn=yes should be on a delay so an ambusher CAN blow you away and get kill credits.
33 Friday, 01 January 2010 18:05
Fgssisi
Why not make it a 20/30 sec desp for RES and MIA, and then a 5/10 desp for KIA or RTB. this would make it much harder for players to run away, and also make players rtb more.
34 Saturday, 02 January 2010 06:04
Ger`zerk
I'm with dvc. Double or triple the despawn timer when got plinket few min. before. But only for vehicles and planes, think for Inf. it isn't necessary to have a longer despawn delay.
35 Saturday, 02 January 2010 08:45
Jokeri
Yes, make it longer even to 20 sec?? and when re-writing kill system depawner should give kill credit to the enemy. I wan't the kills that I have worked for.
36 Sunday, 03 January 2010 08:03
jaymako
I would like to see despawn at 15 sec to stop the cowards from trying to cheat their opponet out of a kill
37 Wednesday, 06 January 2010 10:22
Rumple674
Wouldn't it be possible to have a variable despawn timer according to unit type so that inf aren't affected?
38 Wednesday, 06 January 2010 11:49
slam34
I think it's hilarious that a player would despawn early to deny me a kill, when in fact, he's giving me the kill faster, so I can move on to the next target. What a chump. Don't lengthen timers. More waiting is less time in game.
39 Saturday, 09 January 2010 17:46
Bhorak
I say yes. Put in the longer despawn timer... maybe even 20sec. But do it so that after you've gotten a critical damage, you can instantly despawn. Since doesn't the critical damage award kill credit anyways? Why make the dead guy wait more?
40 Saturday, 09 January 2010 18:45
Josker
If hit the game then assumes your in combat and refuses a despawn for a minute unless killed.Once the minute has passed without any further hits on you then you get the despawn option of the usual 10 seconds.
41 Saturday, 09 January 2010 23:52
rdmenace
Keep the timer 10 seconds, Just have it reset everytime you take a hit. A lot more code, but obviosly possible. Problem solved.
42 Sunday, 10 January 2010 15:29
Tempest
yes please. Another situation to consider is armor despawning before a satchel charge goes off, happens quite often when the tanker hears the click of the charge.
43 Sunday, 10 January 2010 15:44
Catsby
This should be simple. If you are in the air, and your plane health is not 100%, you should be KIA period if you despawn. That way, you would at least have to land the plane in order to stave off the kill, which is more realistic.
44 Monday, 11 January 2010 00:05
Spargel
Despawns are essentially a surrender, maybe it can be worked to give points for "capturing" a despawner?
45 Monday, 11 January 2010 01:58
Anthony
I support longer despawn. Agreed upon there.
46 Monday, 11 January 2010 13:07
Dightonf
Add an internal timer to the host/database/client that flags a despawning player as a kill if they do so within x amount of seconds (45 - 60?) after taking any type of enemy hit.
47 Monday, 11 January 2010 18:45
Vibora
I have no problem with 30 seconds despawn as long you didn't receive a critical damage, otherwise 5 seconds is good enough.

The despawn timer should check first the vehicle status, if critical so 5 seconds, if intact so 30 seconds.
48 Tuesday, 12 January 2010 20:43
Trix
How about for the air no despawn timer and just bailing out, with parachutes and every thing?