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team spawn timer

marcoiscool

Member
V2 Lord
I feel like, instead of instantly spawning when a wool block has been clicked, it could be nice if there is a timer for each team which counts down, and everyone who clicked the wool inbetween the last time it hit zero and the current time it hits zero spawn at the same time. This would serve as a sort of rally command, as people would spawn and attack in waves instead of everyone dripping in. These timers could also change to be longer or shorter for one of the teams depending on player balance, defending or attacking, or maybe even the current flag on the map.
 
There was a mechanic like that in early Battlefield games, they called it "wave spawn (timer)". They removed it afterwards, as in the end it was more punishing than anything.

Wave spawns perhaps do allow slightly more coordinated attacks with more teamplay and adding more weight to clashes, but I think it's more interesting to have a constant flow of enemies and teammates, like a continuous battle.

If this idea gets terribly popular with a big chunk of our community, then I will change my mind, but atm I am not in favour of this idea
 
To be honest, i think this could work great. I dont think the cooldown has to be long. A 5 second timer could add something in that value while not losing to much momentum in taking a flag
 
Not sure how I'd feel about this. It's too restrictive. If you want to do actual coordinated attacks, you have all the resources you can have: /team or Discord Voice chat. You can coordinate with your team that way, which would be a lot better than putting a timer. Timer could actually be worse as a teamplay mechanic, cuz the thing with the timer is that people who could spawn early wouldn't be able to scout ahead to see the team composition and potentially let you know.

That said, do use the /team chat or Discord voice chat if you would like to see more active team cooperation. This is a castle siege. The core mechanic of this game is to cooperate with your team against the enemy team to capture the objective. It was more successful than it failed after the team lost. And if your team isn't cooperating, well that's an l bozo on them if they get annoyed of losing.
 
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