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Increase the length of the respawn timer to 20-30 minutes on roleplay
#2
I'd say 10 mins is fine, if you die as an engineer and respawn as one after 10 mins?
That's fine.

If it's about the antag succesfully killing all engineers... I hate to break it to you bub.
You can always get more of em by late joiners or people who leave after they died.

So in this situation... antags killed all engineers, 2 of them log off for the day since "eh I am done"
2 engineer slots appear, a player joins late and choses engineer.
In this hypotehical situation... less then a minute has passed since all engineers are dead and no respawn mechanic is used.

This is why your argument is kinda null on that.

As for 10 mins respawns... nothing is more frustrating then not being able to play the game for an extended period of time.
The reason classic has it off is because classic is more frantic. It's faster... more destruction.. more damage... if you get slaughtered there, it might be the end of the round soon anyway. Either by nuke or shuttle call.

On RP, you only call shuttle when everyone agrees: "Yea this ain't fun anymore, the damage is too damn high."

So the only argument that remains of "death ain't impactful"
But... I can say this too... "Death ain't fun."

Eitherway.... I am against this. 20 mins is quite a huge part... but... there are ways to do stuff like the afterlife bar, VR and such. I think I'd fine with 30 mins if we get more incentivicing to use it.
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RE: Increase the length of the respawn timer to 20-30 minutes on roleplay - by Kotlol - 12-16-2025, 02:59 AM

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