FOnline: Reloaded

Development => Suggestions => Topic started by: S.T.A.L.K.E.R on February 28, 2016, 08:54:55 am

Title: Modoc North Spawn
Post by: S.T.A.L.K.E.R on February 28, 2016, 08:54:55 am
I have 2 suggestions for this. Currently when you click north, you either spawn far left or far right and IMO it's annoying as fuck. Causes team to split one of the main reasons

A : Remove spawning far left and only make players spawn right

B : Split North into 2 new spawn points, North East and North West as in dank painted screens

Spoiler: show
(http://i.imgur.com/7m2s1h9.png)

(http://i.imgur.com/WU51FbQ.png)


No butthurt plz
Title: Re: Modoc North Spawn
Post by: PrebaTHC on February 28, 2016, 09:03:37 am
Reasonable,would make modoc pvp more edgy +1
Title: Re: Modoc North Spawn
Post by: FrankenStone on February 28, 2016, 01:51:36 pm
SPAWN EAST!
Title: Re: Modoc North Spawn
Post by: Troll on February 28, 2016, 03:40:15 pm
I like the idee, it's always messy when the teams spawn all around the map north, and a new spawn spot is always good.
Title: Re: Modoc North Spawn
Post by: Bison on March 20, 2016, 12:47:08 am
I support this, good suggestion.
Title: Re: Modoc North Spawn
Post by: Solaire on March 20, 2016, 02:40:24 am
Seems reasonable

Praise the sun!!!

Wysłane z mojego LG-H440n przy użyciu Tapatalka
Title: Re: Modoc North Spawn
Post by: FrankenStone on March 20, 2016, 04:02:20 am
praise the water
Title: Re: Modoc North Spawn
Post by: Jeffrey I on March 20, 2016, 01:08:27 pm
Good suggestion, I agree this could make spawning in North much simpler. 8)
Title: Re: Modoc North Spawn
Post by: Mighty on August 02, 2016, 03:40:40 pm
I dont like this idea, because many cities have wide spacing of spawn points
There is no sense to change all cityes spawn points
Also is bad because spawnhexing/Plastic Explosives
Title: Re: Modoc North Spawn
Post by: Seki on October 18, 2016, 07:58:59 am
There are advatages and disadvantages of both narrow and wide spawns and i agree with Mighty's opinion too, all wide spawns would have to be changed then. It seems unreasonable to me.
Title: Re: Modoc North Spawn
Post by: Kilgore on October 18, 2016, 09:20:23 am
I think that wide spawns (like in Modoc downtown/north) are annoying and risky, so there is no reason to keep them like that. There is a difference between very limited spawn area (New Reno Commercial Row for example) and a wide spawn, so maybe we can choose something in the middle.
Title: Re: Modoc North Spawn
Post by: Lucky man on October 18, 2016, 10:50:12 am
+1 or +2
Title: Re: Modoc North Spawn
Post by: The Trooper on October 18, 2016, 11:25:42 am
if there wasn't for wide spawns everybody would be camping "tight" spawns with c4 or nade launchers :)
Title: Re: Modoc North Spawn
Post by: Gargantua on October 18, 2016, 03:36:47 pm
A wide spawn is fine.  It's a gamble a TC leader has to consciously make.
Title: Re: Modoc North Spawn
Post by: S.T.A.L.K.E.R on December 19, 2016, 05:19:30 am
I dont like this idea, because many cities have wide spacing of spawn points
There is no sense to change all cityes spawn points
Also is bad because spawnhexing/Plastic Explosives

Well if you add multiple spawns around the map, it wouldn't be a problem. And this is for modoc, no one is gonna be waiting to hex you at spawn, or camp with plastic explosives because no one does that, especially if it's far away from TC zone. You spent too much time in Reno where majority of spawns are tight.

And these new spawns can be big, like spawns of broken hills.

There are advatages and disadvantages of both narrow and wide spawns and i agree with Mighty's opinion too, all wide spawns would have to be changed then. It seems unreasonable to me.

Why though, it's only for modoc, spawns like Residential or south in broken hill are fine because the team isn't splitting up. Modoc north does.



Title: Re: Modoc North Spawn
Post by: Awgy on December 19, 2016, 10:07:47 am

Why though, it's only for modoc, spawns like Residential or south in broken hill are fine because the team isn't splitting up. Modoc north does.


That is Big +1. In Modoc north spawn You can literally spawn completely separated from team, not even knowing that there is dozen enemies in a corner, half team spawns left of building half team spans right of building, weird spawn.
Title: Re: Modoc North Spawn
Post by: swinglinered on December 20, 2016, 10:25:52 pm
Is there still the Modoc area from the "wolves quest" from FO2? It would be an entertaining spawn point.

fake edit:

I mean being able to come through the Brahmin Pasture or Farrel's Garden.

Perhaps sneak in from Ghost Farm using the caves under the well or outhouse. Oh, they're not connected to Ghost Farm due to cave-in. Could change that.

link:  http://fallout.wikia.com/wiki/Modoc
Title: Re: Modoc North Spawn
Post by: The Trooper on February 13, 2017, 01:51:37 pm
+1 for paint skills!
Title: Re: Modoc North Spawn
Post by: Koniko on February 15, 2017, 10:27:59 am
It certainly could ease the pain of spawning  inside of Modoc North.  I could make it if I'll be ensured about implementing it into game this session.
Title: Re: Modoc North Spawn
Post by: S.T.A.L.K.E.R on February 20, 2017, 09:17:38 am
It certainly could ease the pain of spawning  inside of Modoc North.  I could make it if I'll be ensured about implementing it into game this session.

Make it china man, and your gulag sentence is 1 week shorter  :D

+1 for paint skills!

 8)