So we want to bring Team Fortress to AvP2. It shouldn't be too difficult, all of the weapons we need are already in AvP2, and configuring armor and run speeds and whatnot isn't too hard. What we need, however, is input on how this should go down, and modders to make the more difficult things happen, like possibly adding new weapons and more importantly, new GAME MODES, like Capture the Flag or Assault, things that teams do that aren't Team Deathmatch. However, this is AvP2 Fortress, so everything should have an AvP2 twist to it. Like Preds and Aliens on the teams realistically, but not whorishly. No Predator rocket-launcher guys, for example, but a Predator as the Spy, a class that's supposed to cloak and primarily use a knife anyway. -- SMID
For this beta, we introduced a new feature, one that we expected to both enforce better teamwork AND cause some grief: delayed spawning.
Posted by Herr_Alien on Apr 21st, 2009
What does that mean?
That works OK in theory. But, what happens in real life is that:
There are solutions for these issues: for the first one, we'll just reduce the wait time, to keep it to reasonable values (under 15 seconds, but long enough to encourage players to stay alive as long as possible). For the second one, we are already working on improving the timer. The work done so far looks promising.
As I mentioned, this feature does have an upside: since players spawn at the same time, attackers can group together and deliver a more coherent blow to the enemy base. Here is a video showing just that:
Now, all that needs to be done is to take care of the downsides of this new feature. As mentioned already, we have started working on it already, so the next test should get a much better feedback.
Until the new beta with the fixed timer comes, you can view all the clips I recorded here: