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[Suggestion] Ressurection/Respawning
Hello, new player to the WCS server, but not WCS itself, nor CSS/1.6. Love the community and thought I'd participate on the forums, now that I know there are forums!
So far, my biggest suggestion would be the following, and I apologize if this has been brought up before..
Problem: Any ability in WCS that respawns a player tends to be a free insta kill for the player that killed the respawning victim, sometimes even multiple times. This is due to a combination of factors, actual acknowledgement of respawn (sometimes the message is covered up, goes unnoticed, simply not expecting it, happens..no big deal), aim does not reset to where it was before death..you could be facing an entire other direction sometimes, and finally, the time it takes to pull out the weapon you once had equipped seems to be the biggest issue (sometimes you die before you even get a chance to shoot, defeating the point of the respawn), all tends to lead to a free kill, even with respawn delays.
Solution: 1(or 2, whatever seems the perfect fit) second invulnerability upon respawn. Just long enough for the player to actually have a chance to acknowledge the respawn, get their bearings and have enough time to pull a gun up to actually make their redemption attempt. (if invulnerability is too powerful, perhaps make them immobile or reduced speed during it, so they cannot simply flee during it)
Too many players just seem to sit around bodies for the respawn, especially on population downtimes where there is less chaos with smaller groups, simply handing free xp over to the person that already got the upperhand in killing them and wiping their bought items, etc while often times being a completely involuntary action (no choice to rez or not)
Alternative solutions:
Require players to press a button (1, ultimate bind, etc) to accept a respawn within a given timelimit (up to current respawn time delays), giving the player the choice if and when to respawn, allowing them to be more ready to get their vengeance.
Respawn players back in spawn [similar to warden respawn] with a no spawn camping rule set in place (some maps cannot be helped due to objectives)
Respawn player to the nearest teammate (if spawn is not an ideal place), or to the person actually rezzing them (bringing more potential strategy to rezzing races)
Give respawning players 3 second 100% invis and 100% speed increase (but may not attack?) allowing them to make a quick escape and reposition themselves to attack once again, while still allowing enemies to possibly attack them and kill them before they get away.
Finally, a related question: Is it possible to attach anhks to a round basis instead of respawn basis so that respawns do not eat anhks and cause a player to lose their weapons next round if they die again? also, anhks do not restore weapons upon bomb explosions, bug?
Thanks and glad to be apart of an awesome community!
-ShadedFlash
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