Maps of this size and no spawncamping countermeasures is far too easy to abuse. I already mentioned this issue in the thread “Larger Maps” a while back, but I feel, that this issue is too severe to not receive its own topic.
The following (and disturbing) sight in Kamenka River is nothing rare in Enlisted and its not tied to specific map, but this is first time I actually saw people organizing themselves into spawncamping butcher squads (thats pretty much how it went, we were butchered right on spawn until I got lucky to run away and blow them up).
Its very hard to retaliate or get out of this situation (spawning in tank usually results in getting killed on spawn faster than you turn your turret). This kind of behaviour is already happening frequently among the testers. If game releases without countermeasures against this behaviour, this will be everyday life reality in Enlisted (but those two tanks will also have infantry death squads behind them to make sure nobody can break free).
It took me a lot of time and battles of being spawncamped/attempting to do the same to enemy team to be sure what to post. Now I can confidently say, that this will cause severe problems in future, unless something will be done about it. Please, mark my words: Players are not gentlemen towards each other, and will take any opportunity to win, no matter how much is it ruining the experience of everybody else.
Don´t get me wrong, I´m not here to rant, I really like the design, detail and amount of work that went into maps, so here is my proposal.
Suggestion:
Soldiers hiding near accessible map´s borders will be automaticaly marked on the map. 2-
Enemies near spawn will also be marked, their every move will be observable by map (just like war thunder spawn). (often I was just spawned in pile of destroyed panzers and was annihilated few seconds after that by Ba-11 hiding near forest of Kamenka river)
There should be certain time limit of “invulnerability” of freshly spawned units/tanks to have chance to retaliate.
Perhaps moving spawns a bit further away from the area accessible to an enemy might be a good idea (for both sides to avoid bias).
Of course, I would also like to hear more suggestions, perhaps discuss this issue further, so please feel free to contribute to the discussion with your opinions, don´t be shy.
I´m afraid, Im not familiar enough with Heroes and Generals, what do you have in mind? (If we are even allowed to talk in such detail about third party products).
Heroes and generals have a spawn system that fresh spawners are invisible to others.
They will be visible if:
The player spawning shots or move out the spawn area
The enemy team inside the spawn area gets a grey faded efect on the screen and (initially couldn’t shoot)
The areas of spawn are big and with multiple ways to move around the map
The pros are safety to the fresh spawned player and or after spawn u can see the batlefield and decide how to aproach it
The cons are spawns that block enemy sights on map movement, areas of the map that are unusable by the enemy team , and even if you leave a vehicle there as enemy team you cant even drive it again
.
Initialy (2011 to 2014) heroes and generals had a spawn system where the team controling a objective could spawn directly on it (kinda like on the assault map we have right now where the defenders first spawn on a objective and when enemy are close they spawn back), this imo was the best option. I did play that game since alpha till this year and the spawn system they have right now, even tho it covers the fresh spawner , he, still needs to folow the same route to an objective , making them (fresh spawners) easy targets against spawnkillers)
The problem is, in my opinion, spawn positions Predefined and not random on a area around a side of the map.
To fix it, imo:
Players at each team have 2 spawn points like we have right now, but, insted of spawning on that area, players would spawn on that side of the selected spawn on a huge area around it, making a player spawncamping the job harder by explanding the area that he needs to control, and not just a single point that after a round we all know where the enemy will come from.
I personally dislike point 1, 2 and 4 from OP, as they benefit people that camp from spawn, aka certain tank users on the invasion map that camp the road from cap 4 to 3 to 2, or mortar squads.
Correct, thus any spawn protection needs to be only temporary, providing just enough time to move away/react against spawncamper. I think, that this is War thunder-ish solution is kind of helping to resolve it.
That is, where I also agree with suggestion of @Shiivex, about spawning at random area of designated location might discourage players from spawncamping, as it might not be worth it. Still, if such suggestion is applied, spawn protection should still take place for few seconds.
Invasion mode is issue by itself, spawn management should definitely be adjusted to these countermeasures, so it will not be possible to abuse it (perhaps nerfing mortar range as long as player is in spawn area or such measures?)