During years I've followed the ongoing discussion about spawn models and how they should be and what they should prevent. Since spawn model has rather large impact to the score in games and especially in duels (dm2 water/tele anyone?), how spawn model works should be considered carefully.
We already have many spawn models, but none of them are "really good". For example the
normal QW respawns allows you to spawn infinitely to the same spawn spot, and the probability for that isn't all that low either, depending on the number of spawn slots. For example in end you have 3 available spawn slots, one near the upper tele, one at the center and one at the shooters. Earlier today I was testing how often you can actually respawn to the same spawn slot in a row and I found it disturbing when I was able to respawn 6 times to the center in a row. Not to mention 2-4 respawn streaks to the other spawn slots almost continuously. Ie. respawn twice to the center, then three times to the shooters, twice to the center again, etc.
Another spawn model is
KT spawn safety. It means you can't telefrag anyone when respawning. This also means is that the player alive can actually block any given spawn slot and "abuse" the spawn model, forcing another spawn slot for the killed opponent. A bit too safe, and never gives the change to retaliate with respawn telefrag (some people actually wait for the right moment to spawn, trying to respawn telefrag the opponent if possible).
With KTX a new spawn model called
KTX respawns was introduced. This spawn model allows respawn telefrags like normal QW respawns, but does not allow respawning to the same spawn slot twice in a row, unless all spawn slots are in use. This sounds a bit better, but the spawn model can be abused since you know where the opponent can't spawn. It means that you can walk on top of spawn slots without any fear of being respawn telefragged. You can also ignore spawn slots when you are trying to spawnfrag your opponent with luck (gl/rl shot) and choose another visible spawn slot to shoot at. All this of course, if you can actually remember where your opponent respawned the last time.
The remaining spawn model is
Kombat Teams Spawns, but I won't be discussing about that in this blog.
What I'm going to tell you about, is the fresh spawn model called
KTX2 respawns. I had been thinking about how to improve the current KTX respawns without making it too complicated. After a while I came up with a solution that might prove to be good or bad, but we'll never know unless we test it. This is how it works:
1) You can get two (or more) same respawns in a row.2) If the spawn slot is different from the last spawn slot, you will respawn to that spawn slot normally.3) If the spawn slot is the same as last spawn slot, you don't respawn there yet. Instead the server makes another random attempt to give you different spawn slot. If the spawn slot is still the same as the initial one, you will respawn there. If not, you will respawn to the other given spawn slot.4) This applies always, so in case you are going to get third spawn in the same spawn slot, the server will redo the procedure explained above. Yes, you can respawn infinite times to the same spawn slot if you are truly unlucky.
Numbers: (map with 6 spawn slots)
Notice that the first number is the chance of getting any spawn on map, let it be the initial spawn when the game starts or just some random spawn during the game from where we start counting. The following numbers are the chances of getting it again.Chance of getting the same slot: (individual)
Here we have a random spawn, then we check what's the possibility of getting it again. Using normal QW respawns we just choose one from the six possible spawns and spawn there, but using KTX2 respawns we do the re-check if the the spawn is trying to be the same as the last spawn was.normal QW respawns: 1/6 -> 1/6 -> 1/6 -> 1/6 ...
KTX2 respawns: 1/6 -> 1/36 -> 1/36 -> 1/36 ...
Chance of getting the same slot in a row: (series)
Here we have random spawn again, after which we start calculating the chance for a series of respawns using the same slot. With normal QW respawns the chance of getting the same spawn is multiplied by 1/6. With KTX2 respawns the chance is multiplied by 1/6 * 1/6 because of the re-check.normal QW respawns: 1/6 -> 1/36 -> 1/216 -> 1/1296 ...
KTX2 respawns: 1/6 -> 1/216 -> 1/7776 -> 1/279936 ...
This way you can never be sure if it's safe to walk on top of spawn slots. Also you have to take all the spawns into account when flooding luck rockets after a kill. And with some luck, you get two same spawns in a row and end up boomsticking your near-death opponent, taking his dropped rl and spawnfragging him a few times. Or then spawn to his rockets a few time
I have enabled this spawn model on my servers by default (players can change it using /spawn command of course), and the KTX revision for this change is
988. This feature will be in the upcoming summer release of KTX.