First one's real simple, how do I change the super "gamey" "spawn" button to say "deploy" instead, and be activated by pressing the enter key, and have the up and down keys let you flick through classes? With the damage levels in warfront, you're gonna be re-spawning allot, and it would be nice to speed it up a bit.
Responsive Music, VO, and battlespeech cues:
Hidden/Spoiler:
I'd like to implement music based on how the battle is going, with map track fading out quickly and the other playing, rather than mere back ground music, although that will still be there when the tracks are not triggered, also can I use music from star wars clone wars adventures? I'm assuming I can use the TV series music as it APPEARS (I being poor use mobile internet, and cant normally stream anything not on you tube) that they are free on the composers website (www.kevinkiner.com/music) Also use battlespeech mainly from RC, TCW and possibility by removing the mp3 files from that otherwise terrible voice changer clone helmet toy.
I want VO's to make sense for new modes, phrases like "all set general" for destruction modes with bombs, and other things.
More important is cancant (com chatter) I want "Tri on your tail" to sound when a hostile has locked on to you, I want "incoming transport" when one has landed in your hanger, "they're coming around" when the flag has been taken by the enemy team, and "bombers incoming" when your capital ship is taking damage in order to tell you to take the buzzers out, "I can't shake him" when one of your group is locked on to, etc
With music cues are: When taking off/landing in a vehicle, when taking, have taken, a cp, yours or your enemies, when you've been shot, when a follower are shot dead, and when you have a lead or a lag on the enemy's re-enforcements, when they, you, or both are under 100, when you or they only have their on field units left, when you deploy for the first time, when you fire your rifle "changing from deployment music -tense high build up tracks to battle-music", when you get an award, when some else on your team, or the enemy take a CP that you weren't helping with, a re-deploy theme, a death theme, a close call theme, and a hero kill theme, hero vanquished theme, hero deploy theme, and and hero vs. hero theme. XD As well as changing the victory themes.
I want VO's to make sense for new modes, phrases like "all set general" for destruction modes with bombs, and other things.
More important is cancant (com chatter) I want "Tri on your tail" to sound when a hostile has locked on to you, I want "incoming transport" when one has landed in your hanger, "they're coming around" when the flag has been taken by the enemy team, and "bombers incoming" when your capital ship is taking damage in order to tell you to take the buzzers out, "I can't shake him" when one of your group is locked on to, etc
With music cues are: When taking off/landing in a vehicle, when taking, have taken, a cp, yours or your enemies, when you've been shot, when a follower are shot dead, and when you have a lead or a lag on the enemy's re-enforcements, when they, you, or both are under 100, when you or they only have their on field units left, when you deploy for the first time, when you fire your rifle "changing from deployment music -tense high build up tracks to battle-music", when you get an award, when some else on your team, or the enemy take a CP that you weren't helping with, a re-deploy theme, a death theme, a close call theme, and a hero kill theme, hero vanquished theme, hero deploy theme, and and hero vs. hero theme. XD As well as changing the victory themes.
Hidden/Spoiler:
I'd like to have different ammo for each weapon when it comes to Ammo dispensers, as they do use different ammo that much is obvious, with the exception of the 15 and possibly 17 series, which share (Yes I know that the A has less ammo than the S, and the s apparently none at all, BUT, when the S is on full power it has less ammo than the A on it's standard power setting, so I based on the clip size and the % increase in power to % decrease in ammo in the S leads me to conceive that they take the same ammunition, now) I know they can share ammo when they are being fired, but what about before the ammo is picked up? Can I have multiple ammo types for dispensers and Gonk droids? Can Gonk droids have limited and different ammo also?
Between factions I can understand, bit weird that they carry ammo for every weapon, but carrying ammo that can be used by one's enemy is stupid, there are two reasons NATO use the 5.56 round A. Because it's less likely to kill, allowing for interrogation, and causing morale or the enemies purse to bleed depending on if or if not they try to save their wounded soldiers, and because it is incompatible (although less so now than before) with eastern block weaponry, you cannot fire a 5.56 from a 7.62 weapon (not without replacing the receiver) and everyone captures extra ammo, Britain's main object in the campaigns in WWII north Africa was not the death of the enemy, but the capture of their water canisters, hence: the jerry can, to allow your enemy to fire upon you, is a hellish mistake, it's why pathfinders and Special forces are using the "bushmaster" rifle due to it's modularity, where ammo is scarce, or a 5.56 would betray their identity, having an rifle that fires their ammo, means not only if you take it you deny the enemy supplies, but you gain some of your own too.
SO maybe an E-5R clip can fit in a DC-15, but furthermore, in my mod they use on occasion ACP rounds, non-lazers which deffo wouldn't fit (Other than in a DC-17m SR set-up and even then it's still speculation, no way should a droid engineer armed with part physical rounds give ammo to the enemy using lazers, with the exception being grenades which should be shared by all, with the exception of the en-coded BCCK detonator, and gas grenades for the CIS as there is NOTHING that will do to a droid, and the GAR don't have an entry for a humans only grenade or space for it. and the EMP grenades which would if possible share ammo with the CIS stun grenade, but not the otherway round as a stun grenade won't damage a droid but a V6 haywire will electrocute a human.
Also if so can I replace the stock ammo case with the gun that the trooper has? It makes more sense (yes I know while he's fading away that means they'll be two guns, but i can deal with that, and change bacta to oil for droids, and all that good stuff?
So is that possible? Further more a "Gonk droid has limited (allot but still finite) cargo space, and should not be able to give out ammo endlessly?
Further more, can I have separate ammo and "Medical" droids for each faction? It makes little sense to have a medical droid repair a battle droid, and therefore it should be something else.
Between factions I can understand, bit weird that they carry ammo for every weapon, but carrying ammo that can be used by one's enemy is stupid, there are two reasons NATO use the 5.56 round A. Because it's less likely to kill, allowing for interrogation, and causing morale or the enemies purse to bleed depending on if or if not they try to save their wounded soldiers, and because it is incompatible (although less so now than before) with eastern block weaponry, you cannot fire a 5.56 from a 7.62 weapon (not without replacing the receiver) and everyone captures extra ammo, Britain's main object in the campaigns in WWII north Africa was not the death of the enemy, but the capture of their water canisters, hence: the jerry can, to allow your enemy to fire upon you, is a hellish mistake, it's why pathfinders and Special forces are using the "bushmaster" rifle due to it's modularity, where ammo is scarce, or a 5.56 would betray their identity, having an rifle that fires their ammo, means not only if you take it you deny the enemy supplies, but you gain some of your own too.
SO maybe an E-5R clip can fit in a DC-15, but furthermore, in my mod they use on occasion ACP rounds, non-lazers which deffo wouldn't fit (Other than in a DC-17m SR set-up and even then it's still speculation, no way should a droid engineer armed with part physical rounds give ammo to the enemy using lazers, with the exception being grenades which should be shared by all, with the exception of the en-coded BCCK detonator, and gas grenades for the CIS as there is NOTHING that will do to a droid, and the GAR don't have an entry for a humans only grenade or space for it. and the EMP grenades which would if possible share ammo with the CIS stun grenade, but not the otherway round as a stun grenade won't damage a droid but a V6 haywire will electrocute a human.
Also if so can I replace the stock ammo case with the gun that the trooper has? It makes more sense (yes I know while he's fading away that means they'll be two guns, but i can deal with that, and change bacta to oil for droids, and all that good stuff?
So is that possible? Further more a "Gonk droid has limited (allot but still finite) cargo space, and should not be able to give out ammo endlessly?
Further more, can I have separate ammo and "Medical" droids for each faction? It makes little sense to have a medical droid repair a battle droid, and therefore it should be something else.
Hidden/Spoiler:
As you may know, there are two parts to a lazer in the SW universe, a "Power pack" and a "Gas cannister" which are then combine and treated, then launched out the barrel, now gas canisters last for about "500 shots" Is it possible to edit the "overheat" effect to cause blasters to "permanently break" after 500 shots, and be un-useable after that? It's part of the universe, and therefore it should be there. Troops did not carry extras, like the cooking grenades (read setting detonator timer/entering code for the BCCK grenade which will have a much, much longer time before it can be thrown with a "Warm up" effect) this is a limiting factor, forcing you to consider what to fire at, when, what with, and how, it also justifies the four weapons each, and prevents you from running around with something that doesn't, ever, break. That said picking up ammo boxes will resolve this IF the multiple types of ammo can be implemented, to represent picking up a friendly's weapon, since Rex and Cody have done it, and since who ever it belonged too won't be requiring it any longer.
Hidden/Spoiler:
Id like to implement a more complex version of the the "all AI follow" FC feature into the game, with different type of troop having different follower sites which will be automatic, Sniper have one, infantry two Sargents 8 or 7 if they're GAR or CIS, and commanders a full 15, allowing tatics, in battle the commander is useless, he has only pistols and heavy SR, but with two squads following him, he could turn the tide of battle, but if he gets sniped, that platoon breaks off into 2 squads, and might well follow different paths, if the Sargents get sniped, they split again in half, and can be killed more easily.
I'd also like for snipers to only have snipers follow them, Sargents and infantry, only infantry, with a hierarchy, so if a infantry squad comes into range of a Sargent with a follower missing, one guy will follow him, if the srg meets a commander, he will give infantry and himself to him if the commander has 12 infantry men, and a Sargent, resulting in two of the infantry and the Sargent will following him, but if he loses an infantry man, that infantry man will not be replaced with a Sargent, as he already has one.
Id also like to implement vehicle squads, with droids having a tri-attack formation, and clones squadrons of 4 (Based on TCW info), but only followed by the same vehicles as their own, staps with staps, vultures with vultures, x-wings with x wings, and bombers with only fighters as bombers will have a hard time defending themselves with the exception of the y-wing, and hyena.
Squad orders:
I'd like the following to be part of the game is possible: orders for your followers, to be able to use the direction button down to tell them to hold in an area, using lock on to bring focus fire onto a hostile, and up to move to your redicule, right to spread out, and left to come back etc?
I'd also like for snipers to only have snipers follow them, Sargents and infantry, only infantry, with a hierarchy, so if a infantry squad comes into range of a Sargent with a follower missing, one guy will follow him, if the srg meets a commander, he will give infantry and himself to him if the commander has 12 infantry men, and a Sargent, resulting in two of the infantry and the Sargent will following him, but if he loses an infantry man, that infantry man will not be replaced with a Sargent, as he already has one.
Id also like to implement vehicle squads, with droids having a tri-attack formation, and clones squadrons of 4 (Based on TCW info), but only followed by the same vehicles as their own, staps with staps, vultures with vultures, x-wings with x wings, and bombers with only fighters as bombers will have a hard time defending themselves with the exception of the y-wing, and hyena.
Squad orders:
I'd like the following to be part of the game is possible: orders for your followers, to be able to use the direction button down to tell them to hold in an area, using lock on to bring focus fire onto a hostile, and up to move to your redicule, right to spread out, and left to come back etc?
Hidden/Spoiler:
Getting shot might not kill you, if you've got armour on, it probably won't. But it will more than often knock you off your feet, is it possible to make infantry weapons that are not ordnance, cause a target to drop on a medium power (Some light pistols won't hit have the power to do anything other than maybe stop you moving for half a second, maybe with a twist back animation?), and on higher power weapons like a SR it should cause a target to fly back into the nearest object, even if you hit them in the arm.
From a "fakeism" (what is true in a fantasy setting) perspective this results in blasters and other weapons, causing troops to buckle and react to being hit, give better uses to shotguns (which might already have this feature, not sure, love my SR too much), and to close range fire weight, and to "covering fire" as if you cannot just stand and take shot after shot at close ranges, as you will buckle and die, not converging or concentrating fire on one target is a legitimate tactic, the point is to force the enemy to keep his head down or die, allowing you to move up, with this, you will be able to shot a number of targets, knock em down, or stun them, and then move up to closer range, where you can prevent a cp caputre, or dispatch them on the ground, or change to a more powerful but short range weapon, but at longer ranges, the target has the advantage, repeated fire will be next to pointless, as often when you hit,you hit something non-fatal, I.E. the leg, this will knock down your target, and he will be in cover are less likely to kill from rapid, or repeating fire weapons, unless you hit them in the head (Lucky shots) or the if the next point is possible, it makes height matter more: not only does it act as cover when you're up high, and negate that of those bellow you, the caveat to repeated shots is your ground leave enemy will be exposed if you are on a tactically raised position, meaning even low accuracy shots have a point as you will be able to fire atleast twice to try to end them or if he is above you and that shot doesn't kill, he'll fall out of sight, and there will be no more "shoot that droid twice in a row with this SR", you can also shoot people off ledges, into pits, and into dangerous objects
From a gameplay perspective, this means that y axis and the axis evil are not the only axes you need to fear (C wat I did there?) but the x axis as well, although not as 3d as space combat, it still adds a game play aspect and makes it far more challenging.
From a "fakeism" (what is true in a fantasy setting) perspective this results in blasters and other weapons, causing troops to buckle and react to being hit, give better uses to shotguns (which might already have this feature, not sure, love my SR too much), and to close range fire weight, and to "covering fire" as if you cannot just stand and take shot after shot at close ranges, as you will buckle and die, not converging or concentrating fire on one target is a legitimate tactic, the point is to force the enemy to keep his head down or die, allowing you to move up, with this, you will be able to shot a number of targets, knock em down, or stun them, and then move up to closer range, where you can prevent a cp caputre, or dispatch them on the ground, or change to a more powerful but short range weapon, but at longer ranges, the target has the advantage, repeated fire will be next to pointless, as often when you hit,you hit something non-fatal, I.E. the leg, this will knock down your target, and he will be in cover are less likely to kill from rapid, or repeating fire weapons, unless you hit them in the head (Lucky shots) or the if the next point is possible, it makes height matter more: not only does it act as cover when you're up high, and negate that of those bellow you, the caveat to repeated shots is your ground leave enemy will be exposed if you are on a tactically raised position, meaning even low accuracy shots have a point as you will be able to fire atleast twice to try to end them or if he is above you and that shot doesn't kill, he'll fall out of sight, and there will be no more "shoot that droid twice in a row with this SR", you can also shoot people off ledges, into pits, and into dangerous objects
From a gameplay perspective, this means that y axis and the axis evil are not the only axes you need to fear (C wat I did there?) but the x axis as well, although not as 3d as space combat, it still adds a game play aspect and makes it far more challenging.
Hidden/Spoiler:
I'd like to add a second "headshot" area for centre mass, basically removing half your health from even the most basic weapons, So the molded areas of storm and clone clone trooper breastplates and the rib cage areas of rebels, and the boxes of battle droids, is this possible?
Also would like to add better critical hit locations for vehicles: Insta-kill for hits on unshielded unarmoured cockpits, engines, and "heads" on droid starfighters.
And super vulnerable areas on the underside of AT-ATs (2 proton grenades worth of damage to kill -command vehicles will have shields if aproppes) and AT-TEs (1 hailfire droid guided missile).
In other areas leg hits, should lower speed, and arm hits should lower control, (preferably only of the weapon options) while gut shots should do very little damage, but A LOT of bleeding (basically making them vulnerable to poison as this is how damage will be calculated: 1st shot: insta-damage based on the size or power of the round/bolt, and a poison ordnance round, based on the velocity which throws units back, or down, or just stuns them very minorly, and based on the size of the damage causes bleeding), the insta-effects I have no idea how to implement, but on things like health redution I can understand how it might be made to happen is health reaches a certain level.
Also would like to add better critical hit locations for vehicles: Insta-kill for hits on unshielded unarmoured cockpits, engines, and "heads" on droid starfighters.
And super vulnerable areas on the underside of AT-ATs (2 proton grenades worth of damage to kill -command vehicles will have shields if aproppes) and AT-TEs (1 hailfire droid guided missile).
In other areas leg hits, should lower speed, and arm hits should lower control, (preferably only of the weapon options) while gut shots should do very little damage, but A LOT of bleeding (basically making them vulnerable to poison as this is how damage will be calculated: 1st shot: insta-damage based on the size or power of the round/bolt, and a poison ordnance round, based on the velocity which throws units back, or down, or just stuns them very minorly, and based on the size of the damage causes bleeding), the insta-effects I have no idea how to implement, but on things like health redution I can understand how it might be made to happen is health reaches a certain level.
Hidden/Spoiler:
As you know, with the exceptions of the MTT, STAP, PAC and ATT, chasis, Bulbia, geonosian, and rouge-class starfighters most of what the CIS have classed as vehicles are in fact droids with no cockpits, is it possible to have them controlled remotely from a CP? Like a space turret? It would mean the CIS would be more accurate, with vehicles entered via a control center console and no way for them to be sliced into.
Hovering gunships: As you know also the transport class of vehicle was removed in SWBF2, now I've been told it can't be brought back, and I've no doubt that that is true, but is it possible to find a work around with adding a "land/take off" option to a new class which would be basicly a clone of the tank class, you wouldn't be able to go up and down in a LARTY, but you would be able to go to a certain high above the battlefield and strafe if this could be done.
Hovering gunships: As you know also the transport class of vehicle was removed in SWBF2, now I've been told it can't be brought back, and I've no doubt that that is true, but is it possible to find a work around with adding a "land/take off" option to a new class which would be basicly a clone of the tank class, you wouldn't be able to go up and down in a LARTY, but you would be able to go to a certain high above the battlefield and strafe if this could be done.
Hidden/Spoiler:
Not I'm not talking about using capital ships as vehicles on a star map, that can be done, I'm asking, can the trick where on a LAAT/i hovering over the ground be used on capital assault, essentially having pilotable terrain, with the star destroyers and dreadnaughts moving on the x-axis, making the space battles all that harder, and no-more, "point at target, slow down, shoot everything, flip fighter, accelerate away, flip, repeat."
Even taking down moving frigates is harder, so even if it isn't controllable, it would be better to have them circle each other like they do on kasyysk space.
Meanwhile I;d like to add a "Scaled down" version of interiors for ships with a bridge with piloting controls (if possible) a side fighter hanger, a underside transport hannger, and a top bomber hannger for the venorator. And new gunnery corridors on both sides of a ship, where instead of taking control of "point deffese cannons" you take control of cannons that could rip apart a corvette in a few hits, speeding up assault matches, and adding realistic and star warsy space battles: This would be used to balance out Imperials and rebels as TIEs are unshielded and therefore terrible, and rebel capital ships are WEAK, so in space combat, rebels would be able to destroy enemy fighters, but would need to act fast, and the rebel capital fleet is outclased by the Imperial.
Frigates, I'd like to upgrade the current frigates to destroyers, with interiors, turrets, and fighters to launch: I;d like you to be able to deploy on frigates, on the KotR space map, you have multiple CPs, I'd like to be able to deploy on an acclaimor class II assault ship, as well as launch from it. This would allow a capital assault mode, where points are scored not by destroying single fighters or systems, or areas of ships, but the entire ships, the flip-side of dogfight mode, and proper fleets of 1 command ship, 2 dreadnoughts, several destroyers, 10's of corvettes and cruisers. Justifying the HUGE guns on board, that can destroy ships in just a few hits if it's shield is down.
Even taking down moving frigates is harder, so even if it isn't controllable, it would be better to have them circle each other like they do on kasyysk space.
Meanwhile I;d like to add a "Scaled down" version of interiors for ships with a bridge with piloting controls (if possible) a side fighter hanger, a underside transport hannger, and a top bomber hannger for the venorator. And new gunnery corridors on both sides of a ship, where instead of taking control of "point deffese cannons" you take control of cannons that could rip apart a corvette in a few hits, speeding up assault matches, and adding realistic and star warsy space battles: This would be used to balance out Imperials and rebels as TIEs are unshielded and therefore terrible, and rebel capital ships are WEAK, so in space combat, rebels would be able to destroy enemy fighters, but would need to act fast, and the rebel capital fleet is outclased by the Imperial.
Frigates, I'd like to upgrade the current frigates to destroyers, with interiors, turrets, and fighters to launch: I;d like you to be able to deploy on frigates, on the KotR space map, you have multiple CPs, I'd like to be able to deploy on an acclaimor class II assault ship, as well as launch from it. This would allow a capital assault mode, where points are scored not by destroying single fighters or systems, or areas of ships, but the entire ships, the flip-side of dogfight mode, and proper fleets of 1 command ship, 2 dreadnoughts, several destroyers, 10's of corvettes and cruisers. Justifying the HUGE guns on board, that can destroy ships in just a few hits if it's shield is down.
Hidden/Spoiler:
If you get shot, you bleed with all weapons lightly poisoned, this can be achieved; but once you're hit, you shouldn't be running around like you just were lazer tagged, you should be limping, or hunched over as a droid if you lose 25%, not be able to move AND shoot if you lost 50%, and unable to even get up at 25%, and as all the while you will be losing more and more health from bleeding (poison effect), you wouldn't be there long without a heal, with enforced loss of control, speed, and increased recoil.
Hidden/Spoiler:
I if put you into a Mk.5 Spitfire, RIGHT HERE, RIGHT NOW *cue song* you'd be at a loss, I would like to give different classes different levels of control with turrets, and vehicles, I.E, Pilots will be best in starfighters, Supports in turrets, drivers in tanks (if we can swap out classes) and Scouts on bikes, and with some specializations unable to use anything at all, and others able to use all at varying levels I.E. ARCs and Commandos, -EXCEPTION, ALL WILL BE ABLE TO DRIVE CIVILIAN SPEEDERS) So if you're a support, you'll be wanting to use that turret against infantry, but if you're a sniper, unless you're against a large vehicle, you won't as till be slow and un-responsive to you.
Hidden/Spoiler:
All my classes have four weapons, and I HATE it. Because it's not accurate, now I can only have nine classes on a team, and you can't swap into local teams, but you can have upto nine teams, my question is: Can the classes be swapped, mid-game between teams? I.e. say a swap button or class hit the last class in each team and you'll spawn invisibly, die immediately, and when you come back the units that were on the local team will be on your team and selectable? Is this work around possible, can I stop fudging classes?
If not can I at-least have classes in reserve? I.E. replace the Jet Trooper on maps like hoth tunnels where it makes little scenes to have them as they just become targets, trapped, and vulnerable, with an infiltrator class? and pilots on maps with both starfighters and vehicles with Technicians, and maps with only heavy vehicles with engineers, and just light ones with drivers, like how heroes can be swapped out for different ones?
Also can unlock-able hero's have health rather than a timer? It makes poor scene to have an otherwise invincible hero wimp-out because they're not doing well enough.
If not can I at-least have classes in reserve? I.E. replace the Jet Trooper on maps like hoth tunnels where it makes little scenes to have them as they just become targets, trapped, and vulnerable, with an infiltrator class? and pilots on maps with both starfighters and vehicles with Technicians, and maps with only heavy vehicles with engineers, and just light ones with drivers, like how heroes can be swapped out for different ones?
Also can unlock-able hero's have health rather than a timer? It makes poor scene to have an otherwise invincible hero wimp-out because they're not doing well enough.
Hidden/Spoiler:
I'd like to have the following CP types implemented:
CP: standard CP
FCP: Forward command post: Basically a CP that doesn't affect re-enforcement counts, but can be spawned at.
SA: Strategic asset - CP affects re-reinforcements, but cannot be spawned at.
EP: Entry point: for some modes only: I hate units materializing out of thin air, on large open maps, it can be utterly unavoidable such as naboo plains, but when it comes to naboo theed, I'd like units to spawn in a safe room, it's a bit hard to explain, so I've made you a picture:
_____
/-------\
:(__) _|
| _____|
|Z_____;_@__
KEY: { ___ } = Flat surface | { / & \ } = slanted roof | {------} = Rafters | {Z} = Stairs | { ; } = functional door | { : } = decorotive door | ( ) = CP Spawn area | @ = CP
SO you''d spawn on the second floor (third level up for are american friends), in front of a door, then drop down to the first floor, run down the stairs, and go through the front down past the CP, and then out into the world.
This would have three effects, it's stops my pet hate of spawning in troops from nowhere, it means you spawn in a "safe area" , and it means it's more realistic, as you can't just pop up at a flashing CP and say, "Hey, clanker, eat lazer!" you gotta run to it.
CHQ: Command headquaters The most important cp, if you lose it, you will be unable to re-spawn at all.
CP: standard CP
FCP: Forward command post: Basically a CP that doesn't affect re-enforcement counts, but can be spawned at.
SA: Strategic asset - CP affects re-reinforcements, but cannot be spawned at.
EP: Entry point: for some modes only: I hate units materializing out of thin air, on large open maps, it can be utterly unavoidable such as naboo plains, but when it comes to naboo theed, I'd like units to spawn in a safe room, it's a bit hard to explain, so I've made you a picture:
_____
/-------\
:(__) _|
| _____|
|Z_____;_@__
KEY: { ___ } = Flat surface | { / & \ } = slanted roof | {------} = Rafters | {Z} = Stairs | { ; } = functional door | { : } = decorotive door | ( ) = CP Spawn area | @ = CP
SO you''d spawn on the second floor (third level up for are american friends), in front of a door, then drop down to the first floor, run down the stairs, and go through the front down past the CP, and then out into the world.
This would have three effects, it's stops my pet hate of spawning in troops from nowhere, it means you spawn in a "safe area" , and it means it's more realistic, as you can't just pop up at a flashing CP and say, "Hey, clanker, eat lazer!" you gotta run to it.
CHQ: Command headquaters The most important cp, if you lose it, you will be unable to re-spawn at all.
So if you have any advice on if or how this can be done, or any advice from a gameplay perspective, or suggestions for other possible features let us know!
If not Thank you for reading this thread anyway. Your support is always appreciated.