---
# System prepended metadata

title: Nuke war respawn flow

---

# Nuke war and respawn flow
#### a shitass WIP opinion piece by tivi
So one of the biggest problems of tgmc imo, is the way we handle actually joining and rejoining the round. This (imo) results in a slew of issues including:
- You can't always play xeno if you want to (logging in and observing into 20 queue sucks)
- Respawning as marine is just the respawn verb and is the only way to play marine again which takes 30 minutes which is insane
- The only thing to do in dchat is wait for a larva for those 30 minutes
    - You have to end the round sooner rather than later or people get bored
- If xenos arent getting enough breathing room or opportunity to get drains it snowballs badly, and drains are the main way to get points (for silo) and actual larvas
- Xenos thus if they have too many burrowed typically have no opportunity to get permas to get said burrowed used
- Only a xeno queue also means that we do not have any team switching encouraging mechanic unless the larva queue takes over 30 minutes
    - no the lobby warning doesnt count it s just a suggestion
    - We could for example make it so too many marines pushes dead marine players to go xeno and too many dead xenos to go marine.
    - Also of note, is that currently we do not have a way to balance more players wanting to play team A than B
- To discuss: did actually removing manifest help with static stacking or can we combat it some other way?
## Ok how do we fix it
## Current Situation
```mermaid
flowchart TB
    A[Player Joins after reading manifest of xenos and marines] --> |Wants to play, gives larva| B[Marine]
    A --> |Wants to play xeno or observe|C[Dchat queue]
    B --> |Perma|C
    B --> |Defib|B
    C --> |Larva queue|D[Xeno]
    D --> |MkRavager and dies|C

    classDef topLayer fill:#9f9,color:black;
    classDef middleLayer fill:#f96,color:black;
    classDef bottomLayer fill:#69f,color:white;
    
    class A topLayer
    class B,D middleLayer
    class C bottomLayer
```

## Possible improvement?
Improvement ideas: 
- We just mirror how xenos respawn and how marines spawn onto each other: more of one side joining means the other side gets more lives to compensate.
- If the respawns are skewed, we give more AIs to one side to act as meat shields for the players so they can either secure kills to get more players on their side or until they lose
- To discuss: remove manifest in an attempt to stop good players from stacking one side?
``` mermaid
flowchart TB
    A[Player Joins after reading manifest of xenos and marines] --> |Wants to xeno, gives marine respawn|D[Xeno]
    A --> |Wants to marine, gives xeno respawn|B[Marine]
    A --> |Wants to observe|C
    B --> |Perma|C[Dchat queue]
    B --> |Defib|B
    D --> |MkRavager and dies|C
    C --> |Larva queue|D
    C --> |Marine queue|B
    
    classDef topLayer fill:#9f9,color:black;
    classDef middleLayer fill:#f96,color:black;
    classDef bottomLayer fill:#69f,color:white;
    
    class A topLayer
    class B,D middleLayer
    class C bottomLayer
```
