Dynamic Ticket-Threshold Vehicle Respawn System for Strategic Gameplay
Open
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
Watchers
No comments yet.
You need to join this project to comment on issues.
Join Project