THQ's Homefront 2/Spawning

Document Status: Yellow [Evolving with mode prototypes]
==Base Spawning - Ground Control==
===Current Issues===
*Currently the way base spawning works is that the system will pick a random spawn point that is considered a safe point by being far from the enemy. This could be at either Alpha, Bravo or Charlie as it stands.
* The problem with this system is that the player has no choice as to where he wants to spawn and could end up spawning at Charlie when the zone he is attacking is at an Alpha point. This could potentially be diagonally across the map and be a 200 meter run
* Getting into the action can take a long time this way
* The player can’t really feel part of a team in this way either as he is usually too far from anyone on his team.
HF2SP1.jpeg
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===Improvements===
* To improve upon this we should give the player the option to choose where he wants to spawn in the EU zone
* The player should be able to select Alpha, Bravo or Charlie as a position to spawn at in the spawn menu
* This could work by selecting Alpha, Bravo or Charlie in a spawn list. As the player does this he will be able to see the mini map with each point and a reticule highlighting the designated area depending which is selected in the list
*This will help lots with being closer to the action and give the player freedom as to where he wishes to be to plan his attack
* It should also help team play as most players will spawn at the position which is closer to the base that is under enemy control
*How this would look in the spawn menu:
HF2SP3.jpeg|The areas to attack are also shown on the mini map with the in game icons displayed, showing which the enemy has control, which are neutral and what you control (see the 3 icons on the right)
*We would also be looking at adding a function for those wishing to jump straight into the action
*This could be a shortcut prompt with one of the buttons (X for example on the 360 controller) used within the spawn menu that jumps you straight in
HF2SP4.jpeg|The feature could be added at the bottom of the screen, see the "Jump In" button here.
==Base Spawning - Assault==
*The way spawning works for Assault currently is similar to Ground Control, where as the player is given a random spawn point to spawn at
* One of the big differences though is that Ground Control is spread over a larger area so spawners will end up at 3 different locations in each zone. Assault is smaller though and usually the teams would be spawning in just one or two locations for each objective
* Another change from GC is that in the spawn list we have EU Zone, Neutral Zone and KPA Zone. For Assault we should probably use area type and objective. For example if I’m attacking and we have just secured the train yard, the spawn location would be train yard with platform and car park as two possible spawn points. For the defenders they would spawn at the defendable objective which would read Comms Dish and then be given a choice of the main road or south gate as a spawn point
* Initial spawning should be used for the defending team at each new objective. This combats the attackers rushing ahead and gives them time to prepare. This should work on the sectors and when one sector is enabled, it initiates initial spawn points for a time of 30 seconds only. After this time the initial spawns will become disabled and the regular ones will become in use.
HF2SP5.jpeg|See the two red circles on the right.
HF2SP6.jpeg|After the initial spawns are disabled, the KPA move slightly back to new spawns (red circles). Since the EU holds the Trainyard, they can spawn at either of the blue circles.
*How this would look in the spawn menu:
HF2SP7.jpeg
==Base Spawning - Team Deathmatch==
* Team Deathmatch will also use the initial spawn system used in Assault but only when the round starts and again for a time limit, these will be on opposite sides of the playing area to keep the two teams at a good distance when the round starts
* After this time limit runs out we want to incorporate team play as much as possible by keeping the squads together as much as we can. This should work by picking a spawn point for the player but picking one which has recently been used by another player on his squad. This way he knows he’s in the vicinity of his team mates
* This spawner should also been seen as a safe spot and spawn the team away from immediate danger, similar to how it currently works
* It’s likely we won't need a spawn location menu that we would need for GC and Assault, as the focus is on spawning the player in a random spot but close to his team mates
HF2SP8.jpeg
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