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Respawning?


27 replies to this topic

#21 Ranma

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Posted 21 July 2010 - 11:44 AM

The ticket will only be used if the team failed to revive him. That's just it, the usage of a ticket will happen when the *team* fails to revive a teammate within a set time (maybe 35 seconds or something like that?). The player failed by dieing, and the team failed at reviving him; thus, the usage of the ticket is brought on by failure of the entire team, not just one player.

Players died relatively close to each other, so unless the player went off by himself it didn't usually take more than 35 seconds for revival. But, this sound more like a back up system of respawning, rather than an actual respawn system.

#22 Shisnopi

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Posted 21 July 2010 - 12:34 PM

That makes much sense but what if the team is being swarmed by squads of combine? The group could be mere feet away but because they're more focused on trying to survive themselves, they ignore the fallen player(s) and lose tickets that they earned.

I think that having a nice pool of 10 or so tickets and each player having there own person set of tickets will allow people to make mistakes and not feel like they have to blame someone for failure.

#23 Ranma

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Posted 21 July 2010 - 01:44 PM

They don't lose the tickets in that situation, they use them. That's the situation that my system is based on. If that happens as the game is now, the Resistance is *totally* screwed. With the tickets the Resistance has another chance. And by having the tickets earned, it requires more teamwork and effort than if the tickets were just given to the team.


In that situation,
If half or more of the group is dead from a combine army charge, and just a few Renegades are trying to survive. After 35 seconds or so, a few (depending on how many tickets) of the Renegades that died in the first rush will respawn at the start of the level and come to help the stragglers.

This can also help when the Overwatch guards a corpse of a comrade by mounting sentries around the dead body.

#24 cheesydud

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Posted 22 July 2010 - 02:02 AM

If a ticket-cap or "lives" system is used, I'd suggest that perhaps players should be allowed to transfer tickets. A particularly good (or overconfident) player could transfer his or her unused ticket cap or lives to a player who has completely used up their tickets.

This would allow players to choose whether or not they would like for certain other players to continue playing or force them to spectate. Bad players or griefers would not be allowed to respawn after they reach their cap or run out of lives. Good or well-liked players could be allowed to return even after reaching their cap or running out of lives.

Otherwise, a single player may be left alone with more than enough tickets/lives remaining to respawn several teammates and potentially impact the game's outcome.

TL;DR? Consider letting people choose to share or give lives/tickets.

#25 braddollar

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Posted 22 July 2010 - 02:06 AM

Sharing is definitely a good thing.

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#26 Ranma

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Posted 22 July 2010 - 10:15 AM

So wait, tickets are for individuals? Oh... my little idea was for a pool.

#27 Pattom

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Posted 28 July 2010 - 08:42 PM

Most games use a pool of tickets for each team, but most of the ideas have considered giving each rebel player his/her own small number of tickets. Not unreasonable, I think, since the other team has unlimited lives and a swift respawn time...

#28 Shryko

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Posted 10 September 2010 - 10:58 AM

I think a1win has a point with the personal revive "items" that can be given off to others... though, a1win... that's just a form of personal tickets.

other than that, I think Shisnopi and AndY had the best ideas...


if something like this was to be tested on a per-server basis, it'd be a lot like XP mod or other AMXX plugins, however, it'd be baked into the game itself.





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