Author Topic: Spawn time system  (Read 1482 times)

0 Members and 1 Guest are viewing this topic.

Offline Lt_Anders

  • King
  • **********
  • Renown: 1049
  • Infamy: 651
  • cRPG Player Sir Black Pawn A Gentleman and a Scholar
  • Man, I still play this shit?
    • View Profile
    • Drowtales
  • Faction: Astralis
  • Game nicks: Anders_Astralis
Re: Spawn time system
« Reply #15 on: August 20, 2012, 04:16:46 am »
0
It's Horrible for village defense. It works swell for maps with walls or severe obstacles to by pass.

After playing 1 city and 1 village siege. First as defense, second on offense.
visitors can't see pics , please register or login

Offline Harpag

  • Marshall
  • ********
  • Renown: 914
  • Infamy: 263
  • cRPG Player A Gentleman and a Scholar
  • jebać merców
    • View Profile
  • Faction: UIF
  • Game nicks: Harpag_the_Grey
Re: Spawn time system
« Reply #16 on: August 20, 2012, 09:57:45 pm »
+1
Today was very interesting battle:
Union (a: 1512 s: 483 k: 1029) VS Crusader Alliance (a: 1994 s: 435 k: 1559)
equipment: comparable

During the battle team with better average K:D ratio gain numerical superiority on the battlefield (extended average respawn time for opponent team). After a long and fierce battle (30 minutes) Union receives positional advantage - continuous attack on enemy respawn. Union won. Crusader Alliance retreated during the spawn rape.

New spawn time system has an interesting effect on the battle. Smaller, but very high quality army, is now much more sensible. I still have no opinion about siege, but first impressions after battle in the field is very good. Can see various stages of battle and breaking point, you know, turning point. Battle is more dynamic and it's not just countdown number of tickets.

I'm not talking about balance, only about that change direction is OK.
visitors can't see pics , please register or login

Offline Oberyn

  • King
  • **********
  • Renown: 1578
  • Infamy: 538
  • cRPG Player
    • View Profile
  • Faction: Lone Frog
  • Game nicks: Oberyn
Re: Spawn time system
« Reply #17 on: August 20, 2012, 10:05:41 pm »
0

equipment: comparable


Hahahahahahaha
visitors can't see pics , please register or login

Offline Harpag

  • Marshall
  • ********
  • Renown: 914
  • Infamy: 263
  • cRPG Player A Gentleman and a Scholar
  • jebać merców
    • View Profile
  • Faction: UIF
  • Game nicks: Harpag_the_Grey
Re: Spawn time system
« Reply #18 on: August 20, 2012, 10:21:40 pm »
0
Hahahahahahaha
Replace types of our and your arms and armors, and then tell me what is funny here.
visitors can't see pics , please register or login

Offline bredeus

  • Earl
  • ******
  • Renown: 392
  • Infamy: 85
  • cRPG Player A Gentleman and a Scholar
  • there must be Peace
    • View Profile
  • Faction: Templars since 1096 AD
  • Game nicks: Templar_Brede
  • IRC nick: Brede
Re: Spawn time system
« Reply #19 on: August 20, 2012, 10:54:16 pm »
+1
everything can be compared ;)

Offline Jarlek

  • King
  • **********
  • Renown: 1173
  • Infamy: 307
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • The walking wiki
    • View Profile
  • Game nicks: Jarlek_The_Blue, Jarla, Jarlen, Jarler, Jarlec, Jarled OH GOD ALL THESE ALTS
  • IRC nick: Jarlek
Re: Spawn time system
« Reply #20 on: August 21, 2012, 01:25:17 pm »
0
I didn't fight there. What was the equipment?
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
In memory of Jarlek_zeh_Blue, ruler of Ilvia

Offline Bjarky

  • Earl
  • ******
  • Renown: 352
  • Infamy: 31
  • cRPG Player A Gentleman and a Scholar
  • U got gold? I bring tea, silk, hemp, camels +more!
    • View Profile
  • Faction: Caravan Guild (Leadership member)
  • Game nicks: Guard_BD_Bjarky, Guard_the_Lederhosen
  • IRC nick: bjarky
Re: Spawn time system
« Reply #21 on: August 22, 2012, 10:38:19 pm »
0
ok after seiing the current Yalen siege, its quite obvious that the flag cap change actually is making it much easyer for attackers to win, all u gotta do is killing ppl near the flag and then move on.
the city has expensive gear so it should'nt be to easy to dominate, but here we are, most flags are down, where before this flag change this city always was able to keep it somewhat equal between attacker and def.

Offline Tanken

  • King
  • **********
  • Renown: 1463
  • Infamy: 395
  • cRPG Player Sir White Bishop
    • View Profile
  • Faction: KUTT
  • Game nicks: Tanken
Re: Spawn time system
« Reply #22 on: August 22, 2012, 10:54:45 pm »
0
They should do it this way. Kills vs. Deaths and for every death higher than your kill count, adds 1 second to your respawn time. So if you have 9 kills and 15 deaths, your respawn time would be 6 seconds (or 9 if 3 seconds is the base)
Below is a Collection of Finalists in my Design my Avatar contest -- They all did Awesome!
Thanks to all of those who contributed.

visitors can't see pics , please register or login