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Warhammer 40k: There is only war a class based shooter set in the grim 40k universe pitting the rightous imperial guard of the deth korps of krieg regiment against the brutal and savge orks. Play as one of your 2 favorite races as your favortie class in fps action, based in the fantastic 40k universe. Or hop into a vehical and really smash your enemies down.

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respawn system (Games : Warhammer 40000: There Is Only War : Forum : development banter : respawn system) Locked
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Oct 21 2009 Anchor

im liking using respawns as a balance mediator. As in each team has a certain amount of respawns, more for teams with weaker units(guard) and less for more tougher units(orks)

and it will help to represent army sizes as if on tabletop

so lets say base, orks get 250 respawns as base per match while guard have 300

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Oct 21 2009 Anchor

maybe, but should we penalise people for having a play style where they don't hide in corners all the time?? especially orks, we want people to rampage and that... and if this was spawns per team, then someone could piss everyone off by suiciding repeatedly.

also, some people are crap. let's not penalise them.

surely respawning is a balance mediator, in that if you're crap then you're put ~10-20 seconds out of the way of the battle and have to find your way back again?

Oct 21 2009 Anchor

hmm true, i was thinking empires style

Nov 11 2009 Anchor

idk but i think the more convential couting up kills rather than counting down deaths is the way to go.

Nov 11 2009 Anchor

well you count kills for personal stats, and suicides wouldnt lose a ticket

Nov 12 2009 Anchor

There you have a problem see, what if you're about to die and don't want to give the enemy a kill so you jump off an edge or blow yourself up? And Orks with tankhammers could easily gain kills without losing any Ork lives by suicide attacking enemy troops. Even if the final blow is suicide, if an enemy shoots you then you kill yourself, the enemy should get the kill.

I'm still not completely convinced by the tickets or lives system to be honest.

Nov 12 2009 Anchor

true, true

we have to think of some way to blance due to the different armys and how differently they play

spawn times different for armys

Nov 12 2009 Anchor

It's too bad snipes missed the first meeting, we did talk about this then.
I believe we concluded that the teams were to have even spawn times and health regen.

However, it is subject to change, especially on a map like the one I am working on now.
For example we may want to force 3:2 or even 3:1 ratio orks:IG
It's going to be tough attacking across wide terrain with minimal cover, especially if the IG's have snipers.

Im sure it's a quick server setting that could easily be forced on a per-map basis.
However, we should avoid spawn delays as much as humanly possible.

Nov 12 2009 Anchor

i agree, and i got the memo, its simply that orks are tougher and less numerous than imperial guard, ie to stay true to fluff, we would need guard to have a way to show there is more of em

Nov 12 2009 Anchor

Orks have large mobs though, 15-30 in a single squad. Ig's have squads of 4-10. Orks are worth about 7-8 pts each. Ig's are about 12. so it's looking like a 2:1 ratio ork to IG.

Nov 13 2009 Anchor

orks are worth 6 points guard are worth 4

also, orks use 10-20 man squads where guard use 5 10 man teams and a 5 man command as a single squad( 55 man squads)

on tabletop orks are less numerous, but guard make use of good vehicles to balance it out, still im glad we chose guard and orks to start, as when necrons and tau show up, then we gonna need to do something, but thats only if we ever finish this stuff

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Nov 13 2009 Anchor

Guys i'm not sure having 55 orks and 20 guards in a single map is ever going to be a good idea.

We can have unbalanced amounts of bots (because we can compensate by changing exclusively the npcs' attack damage with particular weapons), but the number of players is going to have to be equal anyway (because otherwise each person on the bigger team has to lose and die more often to keep the overall battle flow balanced).

I do believe this is one part of the game where we're going to have to throw away the canon storyline and just go with whatever plays best.

Nov 19 2009 Anchor

guard and orks will be fine but i fell in future with necrons and space marines and such other tough heavily armoured foes, we will need someway to balance them, be it tickets or respawn times, i propose when the time comes, we ask the community what they would like

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Nov 19 2009 Anchor

Ok, fair enough. I can't look ahead that far into the future though, to my mind we're a looong way off that.

Nov 28 2009 Anchor

In capture gametypes, which I feel is the way most of the maps are going, there doesn't need to be a limited number of respawns or kill limit, as whoever captures all the points first wins, period. Or time limit runs out but we haven't really discussed that too much yet. I think we need to discuss gametypes in the next meeting too, because I have a few new ideas and also I want to see where we stand because team deathmatch seems to have been thrown out the window.

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