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Evil Minion

Spawn System Suggestions

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This is a collection of some ideas on how to improve spawning inside the game:

 

Item spawn coupling

Some items receive a list of related items (guns get ammo, attachments or magazines, uniform pieces get other uniform pieces etc.). Now whenever one of those items spawns there is a small chance (5-10%) of a related item spawning nearby as long as there are no other restrictions active.

 

Item spawn bias

Items are more likely to spawn on servers with higher population and in areas with low player density. On empty servers items only spawn if a certain minimum count is not reached yet.

 

Player respawn bias

Players are more likely to respawn in areas with low player density and away from:

  • persistant storage
  • their own corpse(s)
  • cities and military bases

However they will only spawn along the coast and spawning within a city full of players and tents is still possible but very unlikely.

 

Ending streams of zombies:

There are quite some zombies in the city but not too many. Each city/area also got a value that represents the number of allowed zombie respawns. If a zombie is killed and there are respawns available he/she is spawned outside a certain area around players, preferably out of sight and non-aggro'ed. And one respawn ticket is removed upon death. Of course if the tickets reach zero or negative values no zombies will respawn but death will still remove another one. Respawn tickets slowly regenerate when the player count inside the city/area is below a certain threshold.

 

Now the maximum zombie count should be limited by the server instead of each city/area separately. So a zombie who died in one city and did not get a ticket here may respawn in another city if there is a ticket and the maximum number of spawned zombies in this area (which should be fairly large - in total much higher than the server limit) is not reached. This way zombie population is higher in untouched areas and lower in areas with a high survivor count (which should mirror loot respawns). Conversely if a city just reached a positive number of tickets it might still not spawn zombies yet as they could be alive and well elsewhere.

 

Finally something that should matter later: Zombies should never spawn inside barricaded areas but they should be able to spawn inside houses.

 

Player bubbles (safe zones)

In addition to counting towards server population and player density every survivor creates two areas around him. The first is fairly big (40-200m) and interacts mainly with the environment. The second is fairly small (max. 20m) and interacts with other players. The body of a player logging out does not create such an area nor does a newly respawned player during his first seconds of gameplay (though they still interact with other players bubbles).

 

Big Bubble

Within this area no loot or zombie spawning might occur. All spawn-related timers are halted so items won't despawn either. The area also blocks every player respawn thus prevents (some) spawnkilling. In case the whole respawn area is covered with big bubbles player respawns might occur within this area but the newly spawned player will receive a warning message ("I am in a dangerous area") and only half the penalty for getting killed until he leaves the bubble in question.

 

Small Bubble

A much smaller area that responds to player spawns (upon joining). Whenever a player attempts to spawn inside another ones small bubble he gets moved outside (shortest distance) and both players receive a warning message like "I think I am no longer alone". The small bubble also prevents the body of players who logged out from disappearing.

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Funny how nobody posts here but those things suddenly appear in their own suggestion topics. :lol:

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Whenever a player attempts to spawn inside another ones small bubble he gets moved outside (shortest distance)

 
Yes. Good idea though not shortest distance but shortest distance to cover. So maybe you get pushed to the closest tree line or another building but not out into the open.
To prevent only the person who just logged in knowing there is another player about because they got pushed maybe have this push to cover happen with all log ins??
 
 

-and both players receive a warning message like "I think I am no longer alone". The small bubble also prevents the body of players who logged out from disappearing.

 

Hmm maybe not. If they were moved away far enough then it would be just like any other player approaching and message seems cheaty.

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Its not like another player approaching because the distance should still be very short. So if you are hiding inside a house and someone logs in inside the same house she will get moved outside and maybe some distance away but not necessarily far enough to get spotted by you even if you are on the lookout.

 

So the message mitigates the fact that they got close without being able to get spotted. Same for the logging person who just didn't get the chance of securing her surroundings. Of course the ideal situation would be to only ever get this messages with friends - where it also serves as explanation why the four of you logged out in the same room but logged in scattered around the building (which in turn prevents reinforcements to pop up in the same room as yourself taking attackers by surprise).

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I Like your ideas and I think they would make for a better game play experience. The message would work for the person who has stopped the other from spawning in at your exit position from thier last session.  And for the person spawning in they do not require a message as they will know some one is close as they have moved from there original log out position.  The person coming in who has been moved should always come back in to the game in cover.  This way both parties have a better chance to avoid each other if they want, but if they want to hunt each other down they will still have to find each other as neither party will know the exact location of the other person only that they are close at that point in time. It will be either shoot or scoot time.

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