pasik wrote:
newabortion wrote:
There isn't a base for the players to spawn, they have a very small area "Radio HQ" where they receive missions and thats it. The way players respawn would be the "Officer" player who calls in re-enforcements, thats why players need to protect him.
Hmm, that certainly complicates things up to point that it's hard to get even started with an early hack of the mode.
The biggest gap for that is that the only way for a player to gain control of a soldier is by spawning, and spawning happens through spawn points, mobile or static. Static spawn points are usable only on friendly turf, mobile spawn points are associated with a vehicle and when the vehicle owner and holder is same (i.e. the vehicle is not stolen) the mobile spawn point is usable. Vehicles can't exist without being associated with bases; the owner of the vehicle is determined by the origin base.
The mechanic in some vague future plans about players arriving with a helo to an enemy controlled map is honestly in complete dark at this point. It's possible it'll never happen, too. Bots being dropped with the helo could still happen, as we can fake so many things when it's just bots who are in the helo. There's a chance the game might support changing the soldier a player controls by overtaking the soldier from a bot through the script commands, which could make it possible then for such a reinforcement mechanic + players. Sad to say that does feel like it's quite far away, see you in December eh?

If let's say respawning the players arriving as reinforcements with a helo would be possible, how would that work? Would the officer have unlimited calls and he would be able to call reinforcements at any given time, so that making the call to get even just one player back to the game would be ok to make, or is the idea that the officer should try to juggle with calls so that the max count of reinforcements are brought on one ride? If the latter, it could make some players remain dead for longer periods, not fun?
I'm kinda trying to look at the problem if there would be an easier way to handle a similar mechanic. What is the purpose of having to need to make the call to get players back to game? Is it that it makes the officer a VIP so that he should be protected? Wouldn't medikit + ability to revive others work for the same purpose? What happens if the VIP dies?
Or is this mechanic somehow related to a system where it's desirable that the whole team (or most) should spawn together roughly at the same place and same time, so that players don't get scattered around, which they do if they spawn on will and then don't wait for others to die->spawn too?
To get the ball rolling on the game mode there could be a very small base that cant be captured by the AI, that way the MMOs can be implimented and with time other features could be added such as when the helicopters come out.
If players couldn't be re-spawned by Helicopter re-enforcement then at the base there could be a Helicopter battle taxi (I know your working on the battle taxi and you already said thats pretty much all the heicopter would be, AI controlled not human) As far as how ofter an Officer could be able to call re-enforcements I figured a four minute count down (To start somewhere, balance the time as needed...) that way dead players wouldnt have to wait too long, and to negligent any wait time or when in a urgent firefight players could be revived by the medic.
The officer is a meta WIP mode, if he dies you can't call in re-enforcements but the medic could always revive him, if there is no medic alive and the officer is dead then I'd imagin it would be game over?....(maby...?)
The Helo respawns servers several purposes, the first is that it would get players right back into the fight without running 3 miles to catch up with the rest of the squad. The second is that it would group spawn to re-enforce in waves. The third is that it helps the VIP officer meta game and not to mention it would look amazing.