Moving Kyoto spawn point - Printable Version +- [TC] Gaming Forums (https://forum.city-driving.co.uk) +-- Forum: General Information (/forumdisplay.php?fid=1) +--- Forum: General Discussions (/forumdisplay.php?fid=4) +---- Forum: Server & InSim Suggestions (/forumdisplay.php?fid=13) +---- Thread: Moving Kyoto spawn point (/showthread.php?tid=27654) Pages: 1 2 |
Moving Kyoto spawn point - Sky - 2017-10-20 12:15 Hello I'm suggesting the spawn point to be somewhere near the oval or ATLEAST at the highway1 pitline Spawning at the northpoint is annoying and everybody stays near the Oval. RE: Moving Kyoto spawn point - Adrian - 2017-10-20 12:18 No. Even less people would use other roads than Oval. It's good as it's now imo. RE: Moving Kyoto spawn point - Sky - 2017-10-20 12:19 (2017-10-20 12:18)Adrian Wrote: No. I understand that it makes people use that roads but at the end everybody is heading to the oval, no use, waste of time. RE: Moving Kyoto spawn point - Raphi - 2017-10-20 12:47 Not that much a hassle to be honest. I admit I use more oval roads but relocating pits will actually make things worse. RE: Moving Kyoto spawn point - Keplr - 2017-10-20 12:52 this idea is good for some people , but we have to think by other way like , where should the spawn area be on the map? now it's in the center of map , so that's let people going around the map easily so it's not long trip for that! , but if they changed the spawn area and its been near of highway! , what do you think about going to the edges of map? simply there part will be easy to go there and another part will have long trip to go there! , so the center is the best for all and sorry for bad english "we learning" "Cheers" as you say always RE: Moving Kyoto spawn point - Riho - 2017-10-20 13:05 No point to move it, just drive the little bit there. RE: Moving Kyoto spawn point - Sky - 2017-10-20 13:13 Im a lazy person RE: Moving Kyoto spawn point - Ras - 2017-10-20 13:19 Try to enjoy other roads than the one that goes around and around and around. It's fine as it is imo. RE: Moving Kyoto spawn point - Kyle - 2017-10-20 13:22 I like it where it is RE: Moving Kyoto spawn point - Thomas - 2017-10-20 13:27 I voted no. I my opinion it is fine where it is. RE: Moving Kyoto spawn point - RipstiE - 2017-10-20 13:49 Better would be to actually choose, where you could spawn. RE: Moving Kyoto spawn point - Barney - 2017-10-20 14:05 Voted no. I'd actually support more random spawnpoints, not only on KY but on all maps. Not totally random, but two (or even three) "main" spawn locations. But especially on KY the current spot is good to let people use some more roads. Could imagine an additional spot in the infield. RE: Moving Kyoto spawn point - Jacob - 2017-10-20 14:25 i would close the Oval rather then moving spawns closer to it RE: Moving Kyoto spawn point - Raphi - 2017-10-20 15:22 Maybe put the oval as a racetrack? So the actual race track feature is used therefore it solves the problem of the oval being used too much RE: Moving Kyoto spawn point - Chuck - 2017-10-20 15:43 (2017-10-20 15:22)Raphi Wrote: Maybe put the oval as a racetrack? So the actual race track feature is used therefore it solves the problem of the oval being used too much And then we end up having 2 roads, on which you can only drive forth and back as they're not closed and in addition to that, they're not even connected lol RE: Moving Kyoto spawn point - Josh - 2017-10-20 15:44 (2017-10-20 15:22)Raphi Wrote: Maybe put the oval as a racetrack? So the actual race track feature is used therefore it solves the problem of the oval being used too much All other roads lead to the Oval. If you’re in a chase or not allowed on the racetrack you’d only be able to use one stretch of road depending which one you get chased on/spawn on and would have to turn around at either end when it meets the racetrack. (I think) RE: Moving Kyoto spawn point - Raphi - 2017-10-20 16:09 Yes but there was the same problem on the old Blackwood and none was complaining. Actually this will remove all those bloody boring oval chases And to link the two roads a bridge will be needed, but as we remove all the objects for autobahn we´ll have a lot more objects available to make the layout suits to our needs RE: Moving Kyoto spawn point - Sky - 2017-10-20 16:19 (2017-10-20 16:09)Raphi Wrote: Yes but there was the same problem on the old Blackwood and none was complaining. Actually this will remove all those bloody boring oval chases Yes, more object slots is needed to make what you're thinking of I'm with you here but the inner part of the oval has a part of the track, this cant be connected to the rest of the race track, Minus the Oval. RE: Moving Kyoto spawn point - Josh - 2017-10-20 16:55 (2017-10-20 16:09)Raphi Wrote: Yes but there was the same problem on the old Blackwood and none was complaining. Assuming you mean the recent update with the Racetrack; Blackwood has a huge industrial estate, two car parks, storage yard and an off-road section to access without going near the main track. My point with KY is that if you can’t use the Oval you’re limited to a single stretch of road with no alternative paths. RE: Moving Kyoto spawn point - Raphi - 2017-10-20 17:02 This is actually why I wrote on my OP "the old blackwood" which is the track without the recent update, so without additional car parks, roads... Only the racetrack, the pit line, the big car park and the rallycross thingie. |