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Spawn Protection Mode

  • Writer: XOOM
    XOOM
  • Jan 23
  • 2 min read

As outlined in our 2026 a key objective for us this year is to eliminate spawn camping to the best of our ability. Today we have a full walkthrough showcasing our current development progress, and we're pleased to report it is in final testing stages internally before we go to Open Beta.


WWII Online first person perspective of a player spawn protected.
Notice the yellow "HUD" message showing "Spawn Protection Active." You should also notice the transparency in first person, so they clearly know when they are protected vs not.

Watch the video below, as I outline the new "Spawn Protection Mode" coming to WWII Online, a vastly important quality of life implementation targeting one of the biggest "suck" factors in any first-person shooter game: Spawn Camping.


This effort globally eliminates spawn camping and provides a fair opportunity for air, land and sea forces to spawn, get their bearings, and get to work.


It won't make you invincible forever but it sure is a hell of a wakeup call to spawn campers to think again before setting up shop.


Note: What you are about to observe in this video may not end up being the final results, particularly for example the distance from the origin (like the aircraft in video). This is just an example demonstrating the capabilities.


Briefing and visual walkthrough of how the spawn protection mode system works.

Important notes as seen in the slide:

  • Temporary invincibility on spawn

    • Cannot be killed

  • Clear visual indicators

    • When active, player is 50% transparent (1st/3rd person)

  • Ends when

    • You fire your weapon

    • You move from you origin

    • You wait too long


We will be able to make minor modifications to this system in terms of the grace timer and distance moved from origin to fine tune it post-launch. These changes will be made at the team's discretion as-needed.


Comment on this article and let us know what you think of the upcoming Spawn Protection Mode and how it will help new and veteran players alike!

7 Comments

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Alex
Alex
Jan 24

Not thrilled with the entirety of this idea. I can understand the idea of temporary invincibility with an fms out of town. I can just about stomach it with cps in town but I strongly suggest that you omit AB spawning. It is ridiculous; one side captures the town cps. Then the whole point is to spawn camp the AB so that the bunker can be capped. Suddenly you decide that you are gonna give defenders a free hit at the attackers in the first (who knows how long) seconds. If a defender can always fire first while wearing his invincibility cloak that is unfair and wrong. Scenarios are easy to see. For example, an Axis AB is under attack…

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XOOM
XOOM
Jan 25
Replying to

We will soon be in Open Beta and encourage you to participate. We'll be able to make on the fly adjustments as-needed to massage this so it achieves the intended goals and creating much more tolerable experiences. We know this represents a big change, but that was the point - to target a highly frustrating experience and alleviate those effects temporarily. Appreciate your feedback Mac!

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etorusso
Jan 24
Rated 5 out of 5 stars.

Camping is lame, let’s see how it will work.

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garby
Jan 24

no sorry but this is not a "normal" game. This is a simulation of war. This game is different from others and that's why i'm here after 22 years. Why are you changing? Spawn camping is part of the game. If i camp it's because i was good in hiding and i had a long route to my FB to enemy AB or Spawn point. So why i can't kill EI or ET spawning? Or at AF. km and km for camping with rifle and now? I can't kill noone? Hmm no i absolutly don't like that.

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XOOM
XOOM
Jan 24
Replying to

That's best case scenario. We're working to cover the "worst case scenario" circumstances that drive players away. As the caption stated, the final results of the distances and times will vary and are modifiable as we see appropriate to solve this issue while keeping game play intact. But we must adapt and not design a game that encourages, or otherwise does nothing, to reduce spawn camping globally.

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Rated 5 out of 5 stars.

Awesome. It might be worth considering a few dampening checks: - Don't enable within Ns of capturing a facility; avoid insta-army issues, - Don't enable until someone has died to enemy fire within some time/distance range of the facility in the last minute; distinguish between ambush and camp, - Don't apply to not-exactly-camping weapons like bombs and mortars, - throttle-with-caution: only let so many invuln spawns thru per Ns seconds, and give the rest the option to spawn vulnerable. There is guy-with-his-lmg lined up on the spawn point camping and there is the squad trying to suppress the barracks in a doc-special tightly-packed city who have to run into an ab past the spawn and into the cp. If 10, 20, or 100 guys can coordinate…

Edited
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XOOM
XOOM
Jan 24
Replying to

Hey Ollie, great to see you post! Will keep this ideas in mind going forward. Going to be interested to do some play testing in our upcoming Open Beta and evaluate player reception and refining distances and grace times before going live.

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