What changed
0 fixes2 additions3 changes0 removals
changedThis update replaces the old spawn system with a more intelligent one. In the past, spawn points were chosen as follows:
addedThis was okay but often resulted in really bad spawns when all spawn points were in line of sight and the system was forced to choose randomly between a bunch of equally "bad" spots. The new system uses a weighting system to determine how "good" a spot is and is far more intelligent:
changedSubtract up to 180 for each enemy that has an unobstructed view of the spawn point (60 for top, middle, and bottom of your character, were you to spawn there)
changedChoose a random point from only the best scoring spawn points
addedThis has worked fairly well in tests to prevent spawn killing, and also keeps teams together when it's safe. If the team is in a firefight, the system will typically spawn dead players nearby but out of sight of the enemy. I've also added a new game variant option: Respawn Time. This pretty much does what you'd expect, setting the delay between death and spawn.
Hailstorm VR changes
changedThis update replaces the old spawn system with a more intelligent one. In the past, spawn points were chosen as follows:
addedThis was okay but often resulted in really bad spawns when all spawn points were in line of sight and the system was forced to choose randomly between a bunch of equally "bad" spots. The new system uses a weighting system to determine how "good" a spot is and is far more intelligent:
changedSubtract up to 180 for each enemy that has an unobstructed view of the spawn point (60 for top, middle, and bottom of your character, were you to spawn there)
changedChoose a random point from only the best scoring spawn points
addedThis has worked fairly well in tests to prevent spawn killing, and also keeps teams together when it's safe. If the team is in a firefight, the system will typically spawn dead players nearby but out of sight of the enemy. I've also added a new game variant option: Respawn Time. This pretty much does what you'd expect, setting the delay between death and spawn.
This update replaces the old spawn system with a more intelligent one. In the past, spawn points were chosen as follows:
Rule out any points touching other players
Rule out any points within line of sight of enemies
Choose from remaining points at random
This was okay but often resulted in really bad spawns when all spawn points were in line of sight and the system was forced to choose randomly between a bunch of equally "bad" spots. The new system uses a weighting system to determine how "good" a spot is and is far more intelligent:
Rule out any points within 1 meter of another player
For remaining points, give +100 weight for each friendly player within 15m and -100 weight for each enemy within 15m
Subtract 500 for each friendly death (or your death) within 15m of the point (within 20 seconds of death, decaying after 10)
Subtract up to 180 for each enemy that has an unobstructed view of the spawn point (60 for top, middle, and bottom of your character, were you to spawn there)
Choose a random point from only the best scoring spawn points
This has worked fairly well in tests to prevent spawn killing, and also keeps teams together when it's safe. If the team is in a firefight, the system will typically spawn dead players nearby but out of sight of the enemy. I've also added a new game variant option: Respawn Time. This pretty much does what you'd expect, setting the delay between death and spawn.