Teleporters are the lifeblood of defense and offense. Being able to sustain defense with rapid deployment and being able to sustain offense the same way is incredibly important.
I think teleporters in general are weird, how sometimes the entire game is played around them. They can either be super op or super underpowered depending on how well or how poorly they are defended.
Next level tryhard medic. And honestly the shit medic players go through makes the idea of undergo mitosis as your team sucks ass quite genuine. We are talking about Medic here. Cheating the devil and getting away with it.
Halo 4 Promethean Knights and Watchers would literally do this Watchers can spawn/revive Knights, while also being able to give them a shield or throw back grenades. Knights can also spawn new Watchers
in the right circumstances, a medic who is alone (which is very dangerous to such environments) will undergo mitosis to create a healing chain and safety in numbers, and in rare events a double mitosis. in even more extreme circumstances, the natural order determines that the medics need a target of safety to hide behind and to heal, as such - and with the number of medics present - TWO heavies are introduced. this balances the ecosystem, and allows equal reaction to dangerous stimuli present to medics in their natural environment. it is their most dangerous capability.
Or if the enemy or control point is nearby. Plus, usually they have bigger, more open maps, moving points that really benefit defenders, and they make it harder for the steamrolling team to respawn instead of how TF2 does it. Game design is an art.
In the Splatoon games, jumping takes a few seconds and there's a clear marker on the ground when a player is about to land so it's very easy to get ambushed It also helps that everyone has the same HP, so you can't just tank everything
I wonder if it would also help if players spawning on teammates had like half health and/or ammo, so spawning at spawn has the upside of starting out with more resources.
Worth noting that TF2 respawns players in waves for the expressed purpose of keeping players grouped up. So, living players aren't just drip feeding respawns, every player has a whole party of four in their pocket.
yeah a lot of tf2's design goes into balancing out teams for the time it takes to move out to the frontlines (teleporters have cooldowns, spawning earlier etc.) so yeah this experiment was always going to be a royal mess
I'm surprised more games didn't learn this. Overwatch would've been so much more bearable if I didn't have to convince people it's bad to rush in alone and die.
"Alright, nice team kill, everyone!" "Wait, I count eleven corpses, not twelve." "Well, that last guy can't have gone far, right?" _[eleven Heavies materialize around a crouched Cloak & Dagger Spy behind enemy lines]_
Could this have worked better if?: -Blu had the same respawn time as Red -You couldn't spawn on a teammate if they recently took damage -You couldn't spawn on a teammate if they're on a point or near the cart
- You can't spawn on a Invisible Spy (Clock And Dangar in some random coner of the map just serving as a infinity respawn becon for the entire match) - You can't spawn on a Disquise Spy
Imagine building up enormous speed rocket jumping off the warehouse on Golmud Railway, sailing across the map, and landing a garden on a poor soul in the village.
What if you ran the same experiment but with a couple changes? A) Players can't spawn on invisible spies. B) Player's can't spawn on a teammate that's already in combat.
@curiosityenjoyer TF2 actually has some mechanics that are very similar to being "in combat." The Medigun, for example, provides less healing to players that have been dealt direct damage by an enemy within the last 10 seconds and max healing to players that haven't taken damage in the last 15 seconds. Providing a clear system of "in combat," a five second grace period of being on "alert," and then afterwards being considered out of combat.
It's a little crazy to think about how potent Spy is in a mode like that. Everyone on blue kill binds at the same time and they teleport onto that random Cloak and Dagger Spy on first CP and you have an immediate raid on a Control Point.
that could be interesting, since defending players can try to spycheck and deter spies, but at the same time, the invading spy can summon an army to clear the defenders and get the intel since the gamemode is symmetrical, both teams have the offensive and defensive tasks at the same time. they need to figure out how many teammates need to attack and how many need to defend. spies can act as mobile respawn anchors to get flanking attacks, but they can’t really fight well with their role so even the amount of spies to be used could be interesting to figure out
Even more reason to have Spy anchors... unless you do the obvious thing and prevent invisible/disguised Spies from having teammates spawn on them, if at all.
@@MoustachioFurioso83Yeah, Spy should most definitely be excluded from having teammates spawn on him. Spy is designed to be able to easily get behind enemy lines without the enemy knowing, so much so that even a spy who has very little experience can easily find his way into a hiding spot and act as an entire team of Eureka Effect engineers, silently teleporting everyone behind enemy lines. Also, perhaps people who have had many teammates spawn on them without getting attacked themselves could have a beacon pointing towards their position, like teleporters in Mann vs. Machine.
Actually, that makes me think, how would an attack/defense map work as a control points game, obviously blue would be at a bit of a disadvantage, since one point and longer walking distance, but if you give blue the same 5 second spawn timer advantage, could they more efficiently push the red team? Add to all of that the map changing mechanic of attack/defense in a more tug-of-war-esque manner and the ways the game could progress may end up being pretty interesting, at least in theory. I feel like someone has done something like that before, though
With some adjustment, this plugin could be extremely fun in an arena-esque map. Think one point in the center, very small map, whoever caps it wins instantly or very fast but it takes a long time to cap. To compensate for the pro heavy, anti-sniper bias classes could be adjusted to be locked in at round start and have different respawn times, so heavy being a powerhouse would be 16 seconds while scout or sniper or spy would be more like 8, or something like that. Maybe one adjustment that could be made is there would be a preview as to where players would spawn in, like the game would display a hologram similar to the body drops in MVM about two seconds before they spawned. That sort of thing.
In battlefield, they prevent the whole “one guy survives the fight and brings his whole team back” thing by making so you can’t spawn on a teammate that is “in combat”, which means he’s currently fighting sombody. I think it also stops you if they are near alot of enemies, but I’m not sure. I wonder how it would be like if TF2 had this system too, so that way one person couldn’t run away from a teamfight and then wait for his whole team to spawn again and then come back.
yeah the "in combat" clause on the spawning on teammate thing leads to full team wipes being a lot easier than one person suddenly spawning an entire team from their ass
Respawning on your teammates works in games like battlefield because of 2 restrictions 1) you can usually only respawn on your squad mates. You join a squad of up to 4 people, including yourself, and those are the only people that act as respawn points for you, not your entire team. 2) you can’t respawn on a teammate if they’re fighting someone else. If you want to prevent extra enemies from spawning in, you can just keep shooting at the last guy remaining.
Splatoon has a mechanic called Super Jump, in which you can jump to any teammate at any point in time (including right after spawning). SJs take quite some time to complete, and there is an indicator when a player is SJing towards another which gives the opposing team a chance to react. I think that could balance this nicely, as spawning normally is still faster in actionable time compared to Super Jumping Although, you can buff superjumps in splatoon soooooo some may be faster
I feel a way to balance this out is to make sure you cant spawn on people who are currently in battle (maybe restrict them so you can't spawn on them for 3 seconds when they attack or get hurt)
5:10 here’s something pretty funny, when we were defending blu team tried to backcap but failed, then we were switched to attacking i decided to backcap for no reason but two other scouts joined me to backcap, that made us won
as a lot of other comments stated, it’d be interesting to see this done with major tweaks to balance it out more, though thats really a lot of work for something not many people want. still, would be neat to see!
battlefield actaully already fix it by if the teammate was in action (been attacking) you can't now spawn on them, they have to been in safe place for like least a second
You should do an experiment where the cap times of 5CP are reversed -- where mid takes the least amount of time and last points take as long as mid does normally. I forsee team masses swinging wildly between last points as mid is a fast battle but last points are very difficult to take, but I'm interested in seeing where it would go for real.
Yeah it'd be bad. It would be really hard to cap second because mid would always be ripe for backcapping meaning you always have to commit resources for it. Plus capping last would be really really hard in a pub setting. You'd be forced to spawncamp to get enough point time.
I can’t imagine the headache it would take to try and recreate into tf2 the “in combat” condition that often goes with games with the spawn on teammate mechanic
A similar mechanic actually already exists in the game. The Medigun heals less when the heal target has taken damage within the last 10 seconds. After 10 seconds, the healing rate slowly increases before returning to max after 15 seconds of taking no damage. So combine that with maybe a radius check for enemies to ensure a whole team isn't able to drop in on a teammate in hiding, and you have a mostly functional "in combat" condition.
splatoon has a circle that appears before appearing next to the teammate and they also launch from their base to said circle. i wonder if that would make a difference
What if you made the spawn times equal, disabled spawn on cloaked spies? You could also make a little hologram appear where someone is about to spawn, or add a condition that prevents players recently in combat from being spawned on.
I know these videos often seem like silly/fun thought experiments, but it really shows just how important every aspect of game design really is. Love the content!
If you do this again, you should probably make respawn times the same, and make it so you can’t respawn on someone who’s too close to an enemy or has a line of sight with an enemy. Alternatively you could scrap all of this and give Engineers a device they can build that players can respawn at, but the enemy team could destroy
Here is an interesting question. In those game modes like Payload and point captures, (without the chaotic teammate spawns) does attack or defense have an easier time? I have had a conversation regarding this over games like TF2 and BFN.
In the example Battlefield 1, squadmates that are being shot at cant be spawned on. But in tf2 you're being shot 99% of the time, and the maps are just too close quarters. Spy should just be UNABLE TO be spawned on, ever.
1:18 Look Ma, I'm on TV! The no restrictions respawn is an absolute mess but if tuned right I could see it being a nice alternative to running to the front on a map with a long run back to the fight. A form of in combat restriction is definitely needed though as a bunch of people are saying
Well yeah you didn't do any balancing lol. "Let me just fundamentally change how spawning works and nothing else." I love your videos, I just thought this was silly 😆
reminds me of a time in Rising Storm 2: Vietnam when our commander snuck behind enemy lines. we all kept putting off our respawn until he was right on top of the capture point. the Charlies were immediately crushed.
I remember when Halo Reach introduced the Invasion gamemode, where you do 3 objectives in succession and whoever succeeds the most wins. It has a "Buddy" system where you can spawn on a single teammate and it was a player that was paired up with you and they would be able to spawn on you as well. Each team has 4 pairs of these squads and they also had the buddy system. It sucked when the buddy quits since you had to spawn at the set spawn points. It was actually quite balanced since you can work with your buddy to spawn on them or use the preset spawns. It was obvious too, a large "A TEAMMATE IS TRYING TO SPAWN ON YOU" would appear on your screen and if the teammate saw it, they would try to hide for a second for the spawn to trigger. They soon rolled out "Buddy Slayer" with a similar concept of Invasion, but just a 8v8 mode with the "Buddy Spawning" system but... it was like this video. You could spawn on ANYONE. It was okay, fun but heavily unbalanced depending on the map. It was broken when the whole team was grouped up and the system wasn't perfect so sometimes you killed most players and if there was just one guy hiding invisible somewhere the whole squad could potentially spawn in since the "Enemies Nearby" thing was a little too lenient. Think of the Invisible spy here, but with active camo in halo. It was... really broken. That was a flaw with the buddy slayer mode compared to Invasion, since Camo and the buddy system was a lot more restricted. Some potential fixes to make it work like how Halo's Invasion spawn mechanic would be: Prevent players from spawning too close to enemies and while the player was in combat within a certain period of time. Still give players the option to spawn at the vanilla spawn rooms. (This could be optional due to TF2's gameplay ->) Restrict players to spawn only with a randomly selected partner and this partner would also be able to spawn on you. Restrict players from buddy spawning in dangerous locations or restricted areas. Somewhat vague, but areas that generally are either too hazardous (spawn deaths) or too close to mission critical goals should be prevented. Unfair to spawn right on top of a Control Point (though you could just stand away from the CP and spawn them in that way. Halo Reach had a similar system with some objective modes.)
this is a cool concept for an engie shotgun weapon teleporter backpack, allow teamate to teleport onto engie position upgrading the entrance give engie a speed boost sapping it will heavily slow down engie to heavy speed until the entrance is down, if friendly wrench like melee hit is done on engie it will unsap entrance if enemie spy take the entrance he will be allowed to phase through engie temporarily until he is away
It makes super sense that the heavy was the most played, suddenly his major speed flaw would dissapear if he could just appear in the point with a teammate out of nowhere with a minigun
*Yeah Shounic... i wish make this gamemode with 16 vs 16 like from Battlefield 1! You got me Shounic. I've been thinking about this for a week. how do all my dreams come out? Unbelievable+!*
I like how splatoon does it because with the super jump you can basically teleport to a teammate from spawn but it is marked that you will be landing there and the opposing team can just prepare to vaporize you if your teammate happens to die before you land
This is why teleporters are very VERY important, fellas.
Yeah, this gamemode is basically just TF2 but everyone is a glorified Teleporter Exit.
Yeah.
Teleporters are not fellas.
Teleporters are the lifeblood of defense and offense. Being able to sustain defense with rapid deployment and being able to sustain offense the same way is incredibly important.
I think teleporters in general are weird, how sometimes the entire game is played around them. They can either be super op or super underpowered depending on how well or how poorly they are defended.
The concept of a Medic retreating a corner to undergo mitosis and spawn a new Medic (and subsequently more Heavies) is hilarious.
Next level tryhard medic. And honestly the shit medic players go through makes the idea of undergo mitosis as your team sucks ass quite genuine. We are talking about Medic here. Cheating the devil and getting away with it.
Cells be like
Medic’s experiments be getting wack
Halo 4 Promethean Knights and Watchers would literally do this
Watchers can spawn/revive Knights, while also being able to give them a shield or throw back grenades. Knights can also spawn new Watchers
in the right circumstances, a medic who is alone (which is very dangerous to such environments) will undergo mitosis to create a healing chain and safety in numbers, and in rare events a double mitosis. in even more extreme circumstances, the natural order determines that the medics need a target of safety to hide behind and to heal, as such - and with the number of medics present - TWO heavies are introduced. this balances the ecosystem, and allows equal reaction to dangerous stimuli present to medics in their natural environment. it is their most dangerous capability.
To be fair in some of those games you can't respawn onto your teammates if they're already in combat.
Or if the enemy or control point is nearby. Plus, usually they have bigger, more open maps, moving points that really benefit defenders, and they make it harder for the steamrolling team to respawn instead of how TF2 does it. Game design is an art.
"some"? try most lol
In the Splatoon games, jumping takes a few seconds and there's a clear marker on the ground when a player is about to land so it's very easy to get ambushed
It also helps that everyone has the same HP, so you can't just tank everything
I wonder if it would also help if players spawning on teammates had like half health and/or ammo, so spawning at spawn has the upside of starting out with more resources.
@@Boltscrap I'd say half ammo and a temporary damage vulnerability.
Worth noting that TF2 respawns players in waves for the expressed purpose of keeping players grouped up. So, living players aren't just drip feeding respawns, every player has a whole party of four in their pocket.
yeah a lot of tf2's design goes into balancing out teams for the time it takes to move out to the frontlines (teleporters have cooldowns, spawning earlier etc.) so yeah this experiment was always going to be a royal mess
Not a pocket medic but a whole pocket hospital 😭
I'm surprised more games didn't learn this. Overwatch would've been so much more bearable if I didn't have to convince people it's bad to rush in alone and die.
Battlefield 1942 spawned people in waves. Crysis Wars spawned people in waves, it works.
Despite this I too often don't find myself spawning with a buddy for soldier's whip speedboost...
Imagine you're fighting a scout and then 12 heavies just materialize from him
Um achulee it would be 11 heavies 🤓
@@superexplosion5985 wrong they change class to heavy and then teleport back
It's like the scene from malcolm in the middle with Hal and the weightlifters
He called upon his homies.
Pipes eat 12 heavies standing inside of each other.
"Alright, nice team kill, everyone!"
"Wait, I count eleven corpses, not twelve."
"Well, that last guy can't have gone far, right?"
_[eleven Heavies materialize around a crouched Cloak & Dagger Spy behind enemy lines]_
Could this have worked better if?:
-Blu had the same respawn time as Red
-You couldn't spawn on a teammate if they recently took damage
-You couldn't spawn on a teammate if they're on a point or near the cart
- You can't spawn on a Invisible Spy (Clock And Dangar in some random coner of the map just serving as a infinity respawn becon for the entire match)
- You can't spawn on a Disquise Spy
@@alface935clock and dangar
-You cant spawn on uber medic
-You cant spawn on spy
-You cant choose sniper
And this gamemode will be fun
Bonk scout also shouldn't be able to be a respawn beacon while invincible. Maybe phlog Pyro too
You can’t play the game at ALL how about that
Now I really wanna see a giant Battlefield-esque map but with TF2 gameplay.
Imagine building up enormous speed rocket jumping off the warehouse on Golmud Railway, sailing across the map, and landing a garden on a poor soul in the village.
@@oktayyildirim2911golmud railway goes so hard
@@oktayyildirim2911 Rocket jumping from tower on Siege of Shanghai
imagine what the "behemoths" would be. the giant bread monster?
sniper heaven
5:32 That stupid medic? The REALLY dumb one that laughs then dies? That's me right there.
based
and i was also this medic at 1:13 too th
You have my respect, that's pretty damn based.
And that one just hiding next to the cart and watching the sticky bombs at 1:58
@@bobkinect5254 thats pretty nice tho
Shoutout to the spy next to the point at 5:49 who starts dancing then almost immediately gets hunstmanned.
Clever eye to notice that, this game is just always naturally hilarious
tf2 is a comedy gold
Whenever you do one of these TF2 experiments it always makes Spy insanely broken. It's like Dragapult in Pokemon.
Not the "slightly less random crit" experiment
Very unique & experimental class + unique and experimental mechanic = unique and very broken experience
Becouse spy is balanced by players not the game, so if you change how its played, the players are gonna adapt and just make spy insanely op
do you have a RBY metagame comparison?
@@user-nm9yd4wq4s mewtwo
1:18 Here we can see medic undergoing mitosis
Nature truly is beautiful
This man will never run out of TF2 experiments to do
1:14 i like to think that medic could actually multiply himself and bring his pocket heavy 24/7
A _literal_ pocket heavy.
He had them in his inventory
What if you ran the same experiment but with a couple changes?
A) Players can't spawn on invisible spies.
B) Player's can't spawn on a teammate that's already in combat.
define "in combat"
and change the timer for blu
Probably would have resulted in a similar, but less drastic outcome.
@@curiosityenjoyer usually in games like battlefield, "in combat" is defined as having taken damage from an enemy player in the last 5 seconds.
@curiosityenjoyer TF2 actually has some mechanics that are very similar to being "in combat." The Medigun, for example, provides less healing to players that have been dealt direct damage by an enemy within the last 10 seconds and max healing to players that haven't taken damage in the last 15 seconds. Providing a clear system of "in combat," a five second grace period of being on "alert," and then afterwards being considered out of combat.
1:36 Is like killing a random spider but then the babies start swarming out
This actually seems like it would be a really neat gamemode, after balancing of course.
"World War 2 would've been a lot easier if you could split off by mitosis"
- Grouse playing Enlisted
1:13 The 0.01% of the bacteria that didn't get killed by the hand sanitizer:
2:00 the fact everyone tried to run away from the bomb and still died is hilarious for some reason
Bot
"oops! it's actually a 1v7"
Yahiarat, what are you doing here?
me in literally every casual match
I hate casual
Yahiamice?
5:49 shout out to that spy who backstabbed a soldier, taunted, then instantly died
It's a little crazy to think about how potent Spy is in a mode like that. Everyone on blue kill binds at the same time and they teleport onto that random Cloak and Dagger Spy on first CP and you have an immediate raid on a Control Point.
With Co-ordination an entire team could win games in seconds, this was chaos but a focused attack made with planning, this is TF2, at it's most broken
I think we all knew it was a bad idea the moment we realized people can spawn on invisible spies
'Coming out of the blue' really is a good summation of this experiment's result.
I'm interested in how CTF works with this, being a gamemode that's known for eternal stalemates
Eternal eternal stalemates
One spy creeps into the enemy base and it becomes chaos.
as soon as a spy gets in the Intel room, the enemy auto loses basically
that could be interesting, since defending players can try to spycheck and deter spies, but at the same time, the invading spy can summon an army to clear the defenders and get the intel
since the gamemode is symmetrical, both teams have the offensive and defensive tasks at the same time. they need to figure out how many teammates need to attack and how many need to defend. spies can act as mobile respawn anchors to get flanking attacks, but they can’t really fight well with their role so even the amount of spies to be used could be interesting to figure out
@@UH-60_Blackhawk... You still gotta make the walk back... Or are we ognoring the core mechanic of ctf?
positioning is insanely important in tf2, so it makes sense that this breaks the game
1:21 "and now red? more like... sad" 😭
why didn't he say "lose" instead??? it would've rhymed much better
@@brightblackhole2442 Dead, it's just dead.
@@brightblackhole2442
what world do you live on where lose rhymes better
dead was right there dude...
"You were supposed to destroy the teleporters, not join them!"
Cloak and dagger spy in the corner: "I HATE YOU!"
"And now, RED? More like..."
*footage of RED getting absolutely shredded*
"Sad."
normally in games that allow respawns on teammates, they have to be not in combat (shooting or getting shot at), this might make it better in tf2
Even more reason to have Spy anchors... unless you do the obvious thing and prevent invisible/disguised Spies from having teammates spawn on them, if at all.
@@MoustachioFurioso83Yeah, Spy should most definitely be excluded from having teammates spawn on him. Spy is designed to be able to easily get behind enemy lines without the enemy knowing, so much so that even a spy who has very little experience can easily find his way into a hiding spot and act as an entire team of Eureka Effect engineers, silently teleporting everyone behind enemy lines. Also, perhaps people who have had many teammates spawn on them without getting attacked themselves could have a beacon pointing towards their position, like teleporters in Mann vs. Machine.
6:05 From the words of a very lazy man "Heavy + Teleporters = A SUPERIOR CLASS"
It feels like it would take just a handful of tweaks to make this a really fun gamemode
The confused looks on all the respawning players are priceless.
every time shounic uploads i giggle and kick my feet in the air
fr
can I see th- * gets beaten to death *
Saaaame
gay
🍹 🌈
0:37 I can literally watch this all day
This could be very fun for a high-paced Team Deathmatch mode
cant you just change the respawn time?
0:36 is the funniest shit ive ever seen with the ragdolls and everything
this is what the internet has done to my humor
its just age of war gameplay
Tf2 mercenaries turn into bacteria and undergo mitosis
1:03 the amount of time saved by saying merc park instead of mercenary park is incredible
Poor demo fighting a 1v7 caught the most replayed point in the video.
What if the spawn timer was the same for both teams?
Red wins, thats all
The first team to win would snowball and win most of the next matches.
Actually, that makes me think, how would an attack/defense map work as a control points game, obviously blue would be at a bit of a disadvantage, since one point and longer walking distance, but if you give blue the same 5 second spawn timer advantage, could they more efficiently push the red team?
Add to all of that the map changing mechanic of attack/defense in a more tug-of-war-esque manner and the ways the game could progress may end up being pretty interesting, at least in theory.
I feel like someone has done something like that before, though
With some adjustment, this plugin could be extremely fun in an arena-esque map. Think one point in the center, very small map, whoever caps it wins instantly or very fast but it takes a long time to cap. To compensate for the pro heavy, anti-sniper bias classes could be adjusted to be locked in at round start and have different respawn times, so heavy being a powerhouse would be 16 seconds while scout or sniper or spy would be more like 8, or something like that. Maybe one adjustment that could be made is there would be a preview as to where players would spawn in, like the game would display a hologram similar to the body drops in MVM about two seconds before they spawned. That sort of thing.
In battlefield, they prevent the whole “one guy survives the fight and brings his whole team back” thing by making so you can’t spawn on a teammate that is “in combat”, which means he’s currently fighting sombody. I think it also stops you if they are near alot of enemies, but I’m not sure. I wonder how it would be like if TF2 had this system too, so that way one person couldn’t run away from a teamfight and then wait for his whole team to spawn again and then come back.
yeah the "in combat" clause on the spawning on teammate thing leads to full team wipes being a lot easier than one person suddenly spawning an entire team from their ass
the one cloak and dagger spy acting as a endless teleporter for their team
4:29 "It's no balls"
It's snowballs, but still a ball
Respawning on your teammates works in games like battlefield because of 2 restrictions
1) you can usually only respawn on your squad mates. You join a squad of up to 4 people, including yourself, and those are the only people that act as respawn points for you, not your entire team.
2) you can’t respawn on a teammate if they’re fighting someone else. If you want to prevent extra enemies from spawning in, you can just keep shooting at the last guy remaining.
imagine a random eureka effect engineer teleporting to the last point and multiplies into all of the enemy team
Honestly surprised that respawn times were not standardized off the bat to compensate.
Wow,what excellent timing lol.Cant wait to see how this ends :D
I figured this would be obviously a bad idea because of Spy alone. That class destroys this concept.
the 1% of bacteria: 1:13
Splatoon has a mechanic called Super Jump, in which you can jump to any teammate at any point in time (including right after spawning). SJs take quite some time to complete, and there is an indicator when a player is SJing towards another which gives the opposing team a chance to react. I think that could balance this nicely, as spawning normally is still faster in actionable time compared to Super Jumping
Although, you can buff superjumps in splatoon soooooo some may be faster
I feel a way to balance this out is to make sure you cant spawn on people who are currently in battle (maybe restrict them so you can't spawn on them for 3 seconds when they attack or get hurt)
1:25 Red? More like dead
Huge missed opportunity
OK but like, why would RED and BLU put their mercs onto of each other. Like bruh
5:10 here’s something pretty funny, when we were defending blu team tried to backcap but failed, then we were switched to attacking i decided to backcap for no reason but two other scouts joined me to backcap, that made us won
I love how monotone shounic is, it's funny
cells after interphase be like: 1:15
as a lot of other comments stated, it’d be interesting to see this done with major tweaks to balance it out more, though thats really a lot of work for something not many people want. still, would be neat to see!
That's the coolest thumbnail you have ever done
"And now, 'red'? More like.... 'sad'."
You probably could have said "dead" and it would be just as accurate, if not more so.
battlefield actaully already fix it by if the teammate was in action (been attacking) you can't now spawn on them, they have to been in safe place for like least a second
You should do an experiment where the cap times of 5CP are reversed -- where mid takes the least amount of time and last points take as long as mid does normally. I forsee team masses swinging wildly between last points as mid is a fast battle but last points are very difficult to take, but I'm interested in seeing where it would go for real.
eternal stalemate
Yeah it'd be bad. It would be really hard to cap second because mid would always be ripe for backcapping meaning you always have to commit resources for it. Plus capping last would be really really hard in a pub setting. You'd be forced to spawncamp to get enough point time.
discount ctf
Cloak and Dagger finally got its time to shine
I can’t imagine the headache it would take to try and recreate into tf2 the “in combat” condition that often goes with games with the spawn on teammate mechanic
A similar mechanic actually already exists in the game. The Medigun heals less when the heal target has taken damage within the last 10 seconds. After 10 seconds, the healing rate slowly increases before returning to max after 15 seconds of taking no damage.
So combine that with maybe a radius check for enemies to ensure a whole team isn't able to drop in on a teammate in hiding, and you have a mostly functional "in combat" condition.
teammate spawns are on games that are ginormas. were it takes 5 minutes to get from one end to the other
4:10 the beacon above the point changes to BLU but the circle on the floor stays red. WTF?!
splatoon has a circle that appears before appearing next to the teammate and they also launch from their base to said circle. i wonder if that would make a difference
What if you made the spawn times equal, disabled spawn on cloaked spies? You could also make a little hologram appear where someone is about to spawn, or add a condition that prevents players recently in combat from being spawned on.
I know these videos often seem like silly/fun thought experiments, but it really shows just how important every aspect of game design really is. Love the content!
If you do this again, you should probably make respawn times the same, and make it so you can’t respawn on someone who’s too close to an enemy or has a line of sight with an enemy.
Alternatively you could scrap all of this and give Engineers a device they can build that players can respawn at, but the enemy team could destroy
the only to way to make this less blu sided is making spawning near teammates unavailable when ;
-teammates are near enemies
-teammates are in-combat
Here is an interesting question. In those game modes like Payload and point captures, (without the chaotic teammate spawns) does attack or defense have an easier time? I have had a conversation regarding this over games like TF2 and BFN.
new subclass : portal spy 💀
1:30 - RED more like DEAD
They need some REDEMPTION tbh
1:13 "but because this one medic survived, he multiplies into two more medics." - shounic 2023
0:10 yes IT HAS TO BE THIS WAY
I carved my own path, you followed your wrath~
@@Ari925Ari BUT MAYBE WERE BOTH THE SAAAAMMEEEE
@@Doc-randomplay the world has turned... so many have burned...
@@thathollowknightplushthath1465 But nobody is to blame
I think this would work a lot better if you couldn't spawn on a player who has been in combat recently
splatoon superjumping be like
In the example Battlefield 1, squadmates that are being shot at cant be spawned on.
But in tf2 you're being shot 99% of the time, and the maps are just too close quarters.
Spy should just be UNABLE TO be spawned on, ever.
1:14 Only Shounic lets us see the process of Medic Mitosis in real time
1:18 Look Ma, I'm on TV!
The no restrictions respawn is an absolute mess but if tuned right I could see it being a nice alternative to running to the front on a map with a long run back to the fight. A form of in combat restriction is definitely needed though as a bunch of people are saying
Well yeah you didn't do any balancing lol. "Let me just fundamentally change how spawning works and nothing else."
I love your videos, I just thought this was silly 😆
When he brought up the unequal respawn times, that really stuck out to me. "Well then, fix that?"
reminds me of a time in Rising Storm 2: Vietnam when our commander snuck behind enemy lines. we all kept putting off our respawn until he was right on top of the capture point. the Charlies were immediately crushed.
All Blu needs is a single cloacked spy hiding near the objective to act as a teleporter.
1:14 holy shit he meiosised or something
Did not realize someone else said something similar FUCKKKKK
I wonder what this would be like in Player Destruction.
"this medic, multiplies into another medic" lol thats looks like a infection
A cloak and dagger spy now becomes the most dangerous thing in the game with this mechanic.
I remember when Halo Reach introduced the Invasion gamemode, where you do 3 objectives in succession and whoever succeeds the most wins.
It has a "Buddy" system where you can spawn on a single teammate and it was a player that was paired up with you and they would be able to spawn on you as well. Each team has 4 pairs of these squads and they also had the buddy system. It sucked when the buddy quits since you had to spawn at the set spawn points. It was actually quite balanced since you can work with your buddy to spawn on them or use the preset spawns. It was obvious too, a large "A TEAMMATE IS TRYING TO SPAWN ON YOU" would appear on your screen and if the teammate saw it, they would try to hide for a second for the spawn to trigger.
They soon rolled out "Buddy Slayer" with a similar concept of Invasion, but just a 8v8 mode with the "Buddy Spawning" system but... it was like this video. You could spawn on ANYONE.
It was okay, fun but heavily unbalanced depending on the map. It was broken when the whole team was grouped up and the system wasn't perfect so sometimes you killed most players and if there was just one guy hiding invisible somewhere the whole squad could potentially spawn in since the "Enemies Nearby" thing was a little too lenient. Think of the Invisible spy here, but with active camo in halo. It was... really broken. That was a flaw with the buddy slayer mode compared to Invasion, since Camo and the buddy system was a lot more restricted.
Some potential fixes to make it work like how Halo's Invasion spawn mechanic would be:
Prevent players from spawning too close to enemies and while the player was in combat within a certain period of time.
Still give players the option to spawn at the vanilla spawn rooms.
(This could be optional due to TF2's gameplay ->) Restrict players to spawn only with a randomly selected partner and this partner would also be able to spawn on you.
Restrict players from buddy spawning in dangerous locations or restricted areas. Somewhat vague, but areas that generally are either too hazardous (spawn deaths) or too close to mission critical goals should be prevented. Unfair to spawn right on top of a Control Point (though you could just stand away from the CP and spawn them in that way. Halo Reach had a similar system with some objective modes.)
this is a cool concept for an engie shotgun weapon
teleporter backpack, allow teamate to teleport onto engie position
upgrading the entrance give engie a speed boost
sapping it will heavily slow down engie to heavy speed until the entrance is down, if friendly wrench like melee hit is done on engie it will unsap entrance
if enemie spy take the entrance he will be allowed to phase through engie temporarily until he is away
It makes super sense that the heavy was the most played, suddenly his major speed flaw would dissapear if he could just appear in the point with a teammate out of nowhere with a minigun
So basically spy becomes op as shit
0:20
The heavy on the left just committing mitosis
*Yeah Shounic... i wish make this gamemode with 16 vs 16 like from Battlefield 1! You got me Shounic. I've been thinking about this for a week. how do all my dreams come out? Unbelievable+!*
So cloak and dagger spy would become Meta
I like how splatoon does it because with the super jump you can basically teleport to a teammate from spawn but it is marked that you will be landing there and the opposing team can just prepare to vaporize you if your teammate happens to die before you land
It's interesting how 5CP, although seeming to be symmetrical, actually become an asymmetrical game after the center point is capped.