Intention
I had an idea about a different approach of having a spawn protection. The question is why should a player spawn into the worl and having the disadvantages of facing the same opponent after the death and not being able to defend properly. So I came up with a different spawn mechanism. You don't spawn directly as player but as a ghost.
Ghost protection
In that mode, you are able to move, to jump for a specific amount of time. You don't have to shoot unless you want. You have to actively join the game as real player by pressing a Fire button, picking up any item, changing the default weapon or just wait until the time runs out.
There are some advantages of this ghost protection:
I created a fully functional prototype (a mutator for UT3). I wanted to try it out. Here are some screenshots:
I'm currently working for the full network support so you guys might try it out, if you want to. In general, I think this protection can work. Don't know if the ghost should be seen by other players, but I currently have it setup like that. Not sure about how long the protection should be set by default, by currently 6s feels right to vary your spawn point so enemies can't predict your real-spawn points well.
Video:
Spoiler
Playable mutator:
I created this mutator with the use of UT3, therefore I can provide a fully playable version. It should work flawlessly online or offline. You can get the UT3 mutator on the github page for the mutator:
UT4 Prototype: Safe Spawn (Source code available under the terms of MIT) [Mirror]
Spoiler
I had an idea about a different approach of having a spawn protection. The question is why should a player spawn into the worl and having the disadvantages of facing the same opponent after the death and not being able to defend properly. So I came up with a different spawn mechanism. You don't spawn directly as player but as a ghost.
Ghost protection
In that mode, you are able to move, to jump for a specific amount of time. You don't have to shoot unless you want. You have to actively join the game as real player by pressing a Fire button, picking up any item, changing the default weapon or just wait until the time runs out.
There are some advantages of this ghost protection:
- No invincible player
- No spawn killing
- Player can decide how and when to rejoin the match (within the time of course)
I created a fully functional prototype (a mutator for UT3). I wanted to try it out. Here are some screenshots:
- Helping message (player spawns in third person):
- Timer with bar until respawn:
- Additional spawn effect when protection ends (switch to first person):
- Ghost as seen for other players (able to shoot and walk through):
- Ghost killing a living player:
- Being killed by a Ghost:
I'm currently working for the full network support so you guys might try it out, if you want to. In general, I think this protection can work. Don't know if the ghost should be seen by other players, but I currently have it setup like that. Not sure about how long the protection should be set by default, by currently 6s feels right to vary your spawn point so enemies can't predict your real-spawn points well.
Video:
Playable mutator:
I created this mutator with the use of UT3, therefore I can provide a fully playable version. It should work flawlessly online or offline. You can get the UT3 mutator on the github page for the mutator:
UT4 Prototype: Safe Spawn (Source code available under the terms of MIT) [Mirror]
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