Mobile Spawn Point
For those that haven’t played Planetside 2…
The mobile spawn point is a vehicle that costs a fairly high amount of resources and has a 20 minute cooldown (per player), along with a moderate cost to unlock.
You drive it to a spot and deploy it (or, in GW2 case, set up the blueprint somewhere then use supply to build it). Once it is deployed, another one cannot be deployed within a large radius to keep people from stacking a bunch of them.
I would love this idea! A blueprint and then it can be upgraded to reduce the timer.
Though I think 20 second timer is far too short, maybe 1 minutes for standard and 45 seconds for upgraded. This is viable because dead players are still punished by the repair bill.
Sea of Sorrows [SoS]
Team Shatter [TS]
I think it wouldnt work simply because it would allow for people to put spawnpoints inside areas such as far away keeps. Then when the keep is attacked they would just use their spawn point. Also, it defeats the purpose of an even battlefield as you will be able to hold the farthest away keep from your spawn very easily when you take it (and it’s fully deranked) and be able to come back very quick if your zerg wipes breaking a tactical aspect of the game
I think it wouldnt work simply because it would allow for people to put spawnpoints inside areas such as far away keeps. Then when the keep is attacked they would just use their spawn point. Also, it defeats the purpose of an even battlefield as you will be able to hold the farthest away keep from your spawn very easily when you take it (and it’s fully deranked) and be able to come back very quick if your zerg wipes breaking a tactical aspect of the game
Then don’t let them be built inside the walls of a fort.
The mobile spawn points in Planetside 2 exist because the map is huge. If you wanted to run from one end to the other, it would take you a few hours. The same can be done in 3 minutes in GW2. The maps are already too small as it is, don’t need to make it even easier for zergs to travel around the map.
“I smell like pomegranate.”
The maps are too small for mobile spawns to be balanced effectively.
Personally I’d like the ability to spawn on a commander (any commander), which applies a debuff to prevent it for 30 minutes. It could be used tactically, but not abused.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
Maybe having a limit to one per map might work. Also make it so if it is destroyed another one cant be set up for another hour. Also would need something to make it so random trolls cant waste it, such as a high end guild perk like the guild golems or require some other pre-req. Also make a combat radius around it that if there is pvp combat within a certain radius it cannot be used.
[Rev]
u already have that, its called mesmer’s portals
This would only make matters worse in WvW. All this would do is give more power to which ever server has more people active at the time. More people active means this is more likely to be available. It also means that attacking forces could spawn right outside the keep they are trying to take or defenders spawning inside the keep they own. There would no longer be home field advantage (so to say) on boarderlands. Very few guilds would ever be pushed out of Hills (because of the lords room design) and trying to take Stonemist would be a joke unless you attack when they have no one online.
You could always put a contested timer on it like waypoints but then…. whats the point you can already buy waypoints for defense now all you are doing is buffing attackers even more.
Another thing is these would have be big clunky and easy to spot otherwise they would just be abused as another way to ninja towers/keeps.
Umberage of Death – Thief
~~~Sanctum of Rall~~~
It works in PS2 because the maps are ginormous :P These maps are small after you get used to them.