Page 1 of 4

Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:31 am
by Nielk1
I heard from Vearie, Purplehaze, Sly, and Darkwarrior directly that the re-spawn height in a STRAT is detrimental to play. I had heard uttering of this from other STRAT players but simply because I was talking to these people at the time they were in a game was I able to hear it for sure. While one suggested removing it, another suggested a toggle or option.

An option would be easy to do with a DLL and CFG edit, but I want to put some feelers out on this. Someone please go post this on BZ2Maps or ask some of their members to come and seriously reply to this topic and vote in the poll.

If I hear support for this, I will move forward in engineering the change and submitting it for the 1.3 patch. (No promises of course.)

EDIT: For note, the height is based on your distance from the Recycler. This makes it so the attackers have a longer wait to get back in the fight and the defenders less so. Or so I surmise. I feel it is unlikely this was related to acid cloud, though it is possible that the base height might be related. I could easily factor in time alive to make a fast re-death = a higher spawn height.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:33 am
by Zero Angel
High respawn height is something that's annoying in a strat environment. A toggle would be nice, if not lowering it altogether.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:38 am
by Nielk1
Zero Angel wrote:High respawn height is something that's annoying in a strat environment. A toggle would be nice, if not lowering it altogether.
Any opinion on what default would be preferred? I set the poll up to allow re-voting because of how unorthodox it is to have 2 polls in 1.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:39 am
by Fulmen
Nielk1 wrote:I heard from Vearie, Purplehaze, Sly, and Darkwarrior directly that the re-spawn height in a STRAT is detrimental to play.
Count me in.

A toggle would definitely be great.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:42 am
by darkwarrior
Thanks for making a post, it is nice to see this addressed.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:45 am
by Vearie
Anything that doesn't exceed 70 meters is good, seeing your base get helplessly destroyed while falling down for 20 seconds is never a good feeling.

Spawn killing with acid cloud or pulse stab is not a problem, if it were at that point and the other team isn't finishing, just leave.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:46 am
by Red Devil
pretty sure its height is related to distance from base when killed to counter getting a quick trip back to base when killed, which makes sense to me.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:47 am
by Fulmen
To be more specific, IMO the best choice would be an on/off toggle where "on" = 1.2 respawn height and "off" = 1.3 respawn height. Variable meter would just mess things up unnecessarily and cause too much of a fuss with especially newbie hosts.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:54 am
by Nielk1
Fulmen wrote:To be more specific, IMO the best choice would be an on/off toggle where "on" = 1.2 respawn height and "off" = 1.3 respawn height. Variable meter would just mess things up unnecessarily and cause too much of a fuss with especially newbie hosts.
That is a good point. The happy medium might be an Off/Half/On 3 button combo or some such. This would allow for reduced penalty if so wished. This of course depends primarily on what others say on the subject.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 3:58 am
by Zax
Fulmen wrote:To be more specific, IMO the best choice would be an on/off toggle where "on" = 1.2 respawn height and "off" = 1.3 respawn height. Variable meter would just mess things up unnecessarily and cause too much of a fuss with especially newbie hosts.
On and off aren't the same entities in that case. 1.3 uses a coefficient I'm assuming, 1.2 does not.

Being able to change that coefficient would be good, with the current coefficient being the max.

Also working on getting all pilot weapons to disable for 5 seconds after death... no accidental jetpacks into orbit, no accidental wasted snipes IMMEDIATELY after death (where you didn't think you died when run over but actually were, how many times does that suck....>_>

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 4:04 am
by Nielk1
An excellent point about the jet-packs Zax. That might be more an engine solution but I will consider it as an issue to look into.

Off would be the removal of the co-efficient and the creation of a static re-spawn height. I prefer any solution that adds options, but not too many options to be confusing, and has the default as what the players at large would want.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 5:06 am
by Zax
Nielk1 wrote:An excellent point about the jet-packs Zax. That might be more an engine solution but I will consider it as an issue to look into.

Off would be the removal of the co-efficient and the creation of a static re-spawn height. I prefer any solution that adds options, but not too many options to be confusing, and has the default as what the players at large would want.
Low medium high would be good..with low being nearly off or a coefficient of 1.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 5:38 am
by Red Devil
hey, why have any wait at all? just respawn in a ship. :roll:

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 5:40 am
by Zero Angel
Red Devil wrote:hey, why have any wait at all? just respawn in a ship. :roll:
I don't know why you're trying to have input into this. You don't even play strat.

Re: Pilot respawn height in Strats

Posted: Fri Apr 29, 2011 11:51 am
by APCs r Evil
I actually like the respawn height in 1.3, it never really seemed detrimental to me. Still, if it's bothering people, I say give it a toggle switch.