Spawns/spawncamping, possible solution?

I think players will wait then until players would leave that area. That is a big problem no matter what you try. Build walls … enemies will wait there for you … place hills and trees … enemies will wait there. Make players invisible … enemies will wait at the point where they get visible.
At a certain point the enemie will always be able to push you to a place where you cannot advance if players do not start to use some tactics. Like flanking.

This is the scenario my proposal fixes

Sorry I missed your post. I’m 120 days nonstop into WarThunder but I played 7 years ago the last time. Never heard from frontline.

I think spawncampers should be punished. Sometimes i play with the thought of what, and how it should be implemented, but this is something i came up with.

It should work, like you can send a spawncamping complaint about the player.

And then, other players could watch the replay, and vote with yes, or no. If let’s say, 100 different people vote with 95% yes, the reported player will get a punishment.

And players, that do the replay review could recieve something for their work. Maybe a 10% RP/SL booster for 5 games. The booster count could be limited to 5 a day (but every player could do as many reviews a day as they want).

Also, players with less than 80% report accuracy with the last 20 report(so less than 80% of they players he reported turn out to be spawncamper), the player loses the ability to report a spawncamper for a few days. Of course increasing duration for reoffending, and then after the 10th, a permanent one.

As for punishment for spawncampers, if they are found guilty, they lose 100/(offending count+1)% of RP and SL after each game, in every mode for offending count*100 matches. Offending count is in how many times the player was punished.
So first one, 50% RP and SL reduction for 100 matches.
Second one, 66.66% reduction for 200 matches. And so on…
They are also banned from arcade during the duration, and only able to play realistic or sim, but with an arcade marker over them that is always visible to everyone.
They also have no spawn protection, and spawncamping them (so spawncamping a spawncamper) should not be punishable.

After the 10th reoffending, the punishment is permanent, with 99% RP and SL reduction.

Now this is just a concept or thought experiment, so every number can be tweaked/mechanics changed.
What do you think?

I don’t understand why people blame spawn camp, it is almost like WWII german suffers blame why M18 players never want to fight with them in front. Players should think why they will be spawn camped. if the punishment exists, it is to better punish teammates who were killed but not spot the map,

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Honestly, I’d just make killing a player within some distance of their spawn (500m? 1km?) have a significantly reduced (like 1/10th) reward in both RP and SL. Make spawncamping unprofitable and people will stop doing it. Seems like the quickest and simplest, if not best, solution.

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Not a bad idea, however, that doesnt change that one has a slim chance to leave their spawn

That’s a very complex and rather extreme proposal. You’re asking for the implementation of 5 or 6 new mechanics to prevent a genuine, if scummy and game-damaging, tactic. I like the idea of reducing RP and SL for spancamping, though I believe there are simpler, more subtle, and more effective methods than creating a new reporting system for players.

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This sort of system was in CSGO, and called overwatch, to ban cheaters, which should be implemented in WT to catch cheaters.

Spawn camping is a map and game design flaw, not a player flaw

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Yes, it wouldn’t entirely remove spawncamping. However, firing into spawn can be a genuinely good play, especially late-game when one’s team has all the cap points (the only time it is ever justified IMO).
The idea behind my suggestion is that most serial spawncampers do so “for the grind” because they have no respect for other players’ enjoyment. When it would take 10 kills on fresh spawns to equate to a single kill in the actual battlefield, I’d suspect that few players would waste time skirting around the edges of the map for early spawncamping positions. Instead, spawncamping would be relegated to the end of a round once one team is completely dominating, as it should be.

Of course, there are several maps that need immediate attention to prevent spawns from being overexposed. Fortunately, most of the broken maps were fixed recently and hopefully more map redesigns keep coming in future updates.

Edit: hadn’t considered the possibility of using early spawn camping to get early CAS. SP gain may need to also be reduced. This would be significantly more difficult to implement as far as I am aware, as SP gain AFAIK is based on a set of constant values for different actions. I still like my proposal but it is not as complete as I originally thought.

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To respond to the OP

I would back your suggestion for a number of reasons.

1 as you say; a vehicle can enter the map ,for example, from the whole South or North side just as it could in real life. You have a realistic scenario but without the actual spawn point , to target specifically.The new game entrant has a chance to be hidden from initial spawn rather than being plonked on the map under a spotlight.
I have no actual problem with enemy being on the point where new tanks enter the game.That to me is a sensible game winning and kill scoring decision and it is legal but I get the frustration it causes.

2 This is quite a big one for me.The congestion during initial spawn where tanks are spawning in the same spot and blocking each other in.The annoyance of spawning in a fast light vehicle and being hemmed in by slow heavies.It would also stop every member of the team picking the same spot.

3 This one is difficult because I admit use it a lot to improve my game.You know exactly from which direction the emeney is coming form.So you can flank and ambush,again not a crime in my book and useful info for newbies.You recommend changes might have a significant impact in the game(good ? bad?
4 Just a side note really.Company Of Heroes had multiple entry points.Many of them were from bridges ,some at the side of the map .They were as defensible as attackable but ultimately you were never entirely complacent as to where an enemy may enter the map.Also once your team took a zone you had access to a new entry point for that team. The COH maps were far more realistic and interesting that those on WT and maybe worth looking at by WT map creators.

Sorry for the long-winded diatribe lol

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Your first point brings up something I should have mentioned, the opposing spawn being marked on the map is bad in my opinion, just makes it too easy to pinpoint the location

A less obvious spawn would make for more interesting matches, as you would have more opportunities late game, instead of the current “well, we’re stuck, should I spawn for maybe another cheap kill, then instantly die again”

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This is interesting because second spawn in an already progressing game is very different from initial spawn and what you select can vary as a result.
I do use spawn rush as a way to get “cheap kills” sometimes .Its a gamble.
I utilise the other players stupidity as far as I see it.If they want to try their luck against an invulnerable tank then so be it.I also spawn in an uncontested spawn point ,cross the map and hit the spawn campers from the side.It can turn the game and my game so it is not entirely negative.

The other issue is CAS. A PE8 cant wipe out five tanks on a spawn point as easily.CAS can’t be drawn to a point of easy kills.Good news for Tankers bad news for Flyers.

Overall I think it is potentially game changing and positive.I am prepared to lose some of my comforts to help the game improve.It may improve the "Stick around " time of new players and help break the monopoly of the 11 year Veterans.Again good or bad depending on your status.

This map is a perfect example of stupid game design, the enemy teams can drive behind spawn and fire on players as they leave, no red zone to stop them. massive oversight by gaijin and trash for gameplay.

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Yeah, i know, as i said, it is more of a thought experiment, than an actual proposal.
I know it will never be implemented, and would be really hard to do, but we can brainstorm about ideas like that, i think at least.

Yes, i was inspired by that.

Partly yes, tho there are just shitheads that enjoy it. Especially skycancer users.

This is a good idea, I saw it couple times on the old forum, probably because it is very logical solution to SC problem.

It would also help with heli spawn with ATGMs in Sim.

Question is why the Gaijin is so ignorant to requests for a new game modes, spawn changes etc. It crossed my mind that after 11 years the code could be so complicated and nobody truly understands it so implementing something new without breaking something is next to impossible. EVE online had similar issue for example.

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I agree.

The thing is I see so much self righteous talk on here about Spawn Camping,CAS Abusers,Lack of team players,Snipers etc etc ,The fact is most people like spawn camping and they hate any change that will stop them getting their ten kills a game and winning.Most of them have a formula that they simply repeat.
You see it in the game and you see the attitude on the forum.

I think Gaijin know their clientele to be honest.They are like a Landlord in a rough pub who won’t put carpet down for the customers as long as they are peeing on the floor.

You mean don’t let the enemy spawn, because the moment they spawn they’re in a position to spawn camp you on half the maps? Yeah, that seems reasonable.

If they are invisible in that area no one will want to camp it close because they would just get shot in the face with zero chance to predict. True this coudl be a problem in soem maps creatign a reverse exploit, so not a perfect solution but a concept worth thinking around.

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War Thunder’s maps are too small for high tier. One of the symptoms of this failure by the developers is that spawn camping is not only encouraged but necessary as the flow of battle dictates moving straight towards the enemy spawn.