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Dynamic Ticket-Threshold Vehicle Respawn System for Strategic Gameplay

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on December 4, '25
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Dynamic Ticket-Threshold Vehicle Respawn System A flexible, performance-driven alternative to fixed timers for vehicle spawns. Core Principles 1. Every map/segment starts fully stocked (as already is) ◦ At match start, all vehicles available for that map spawn immediately. ◦ Ensures early-game momentum and avoids initial rush frustration. 2. New: Ticket Loss = Respawn Trigger ◦ Vehicles respawn when teams cross map-defined ticket thresholds, not based on destruction timers. ( or could be a mix or maps/modes work differently) ◦ Thresholds shrink as tickets diminish, creating accelerating spawn cadence. Rush Example (100 Tickets per Segment) (just example amounts to tune for each map/segment/vehicle) • Start: All vehicles spawned. • First tank/heli respawn: ~75 tickets left. • Second: ~50 tickets left. • Third: ~35 tickets left. • Final push: ~20 tickets left. • Transport helis: every ~20 tickets lost, with an extra spawn near 25 tickets remaining or other critical last spawn ticket number. • Light vehicles (ATVs/jetskis): every ~5 tickets or on timer. Conquest Example (400 Tickets per Team) • All vehicles spawn at start. • Heavy vehicles (tank/heli): respawn every 30–50 tickets lost. • Light vehicles: every 5–10 tickets. • Transports: every 15–20 tickets. • Designers can tune thresholds per map for pacing and balance. Key Features ✔ Map-Tuned Flexibility ✔ Dynamic Escalation ✔ Multiple Vehicles per Threshold ✔ Skill Reward & Comeback Support ✔ Player-Level Strategy via Allowances Why It Works • Eliminates timers → vehicles appear at meaningful, predictable moments. • Keeps pacing organic and map-specific. • Adds strategic depth at both team and player level. • Self-balancing: losing teams**** thresholds faster → reinforcement waves. Potential flaws: Caps on spawns might be needed but would suggest trying without

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