#suggestion payload server needs spawn protection

I have to suggest we remove maps with spells, as well. Or, at the very least, remove the Halloween versions of maps we already have (Bloodwater being a reskin of Badwater, as an example) to clean out duplicate maps from the list. Halloween-type maps that have spells enabled also tend to have a generally negative viewing due to the spells causing an issue with balancing, so cleaning some out should, in my opinion, help keep players on the server.
 
Late to this party but my observations:

- I've seen invulnerability for a few seconds out of spawn on a few servers. Not a huge fan; don't hate it but I don't think it accomplishes much, because it's very very short.. I play on a couple of other Payload servers besides EGO, and they don't use it. Don't forget if blu has 2-3 medics on the opening of the round, they get quick ubers during the initial period while red is setting up.

My thought is - tweak the respawn times? Not sure how flexibly that can be managed, but if a map is prone to red spawncamping blu on first point (which is the usual problem) - slower respawn for red/faster for blu can help.

I also tend to see that red setting up too close to spawn is a risky strategy, because if you put all your eggs in that basket, blu pulls a few ubers on you, blows up all your engineer toys, and takes the first point quickly.
 
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