Lol, alright this spawn camping conversation is getting a little ridiculous. So, as far as saying spawn camping is a design flaw, I can't possibly help but disagree with you. It's annoying, yes, no one in their right mind enjoys being spawn camped, but it is most certainly not the games fault. Saying it's a design flaw is like saying getting an opening to set up your Pokemon is a design flaw. If the opposition screws something up, and leaves themselves open, that is not a design flaw. There are several steps one can take to prevent this from happening. I have been spawn camped once in my entire time of Playing Splatoon, and that only happened after someone decided to drop out of our match. Even then, we broke out of it, we didn't win, but we managed to back them off so that the game could continue. THAT is the only instance in which you can call it a design flaw, and even that is stretching. When you give your opponents the opening and they capitalize on it, that is your [team's] fault and your fault alone. It's not the games fault, it's not the maps fault, it's the lack of strategy and wingmanship the team has together.
Complete disagreement.
Note, part of my opinion isnt just my own (though I tthought this even before starting to meet with them), but comes from actual developers that I've interacted with (I do this alot, with many different devs... call it a side effect of having waaaaayyyyyyyy too much free time and an interest in development). They DONT like that sort of thing (not if they're any good, anyway). These matches, in a game like this, are mean to be actual competitions. Simply standing in front of your opponent's spawn point shooting them the moment they appear is not "competition".... it's a bloody mess. Because when done PROPERLY, there is no breaking out of it.... and it's not hard to do "properly" when the balance isnt set properly, or when the map has problems. Hell, particularly in this game. If you're a team of rollers (and short ranged whatevers) and your opponents are mostly just using high-ranged weapons, not to mention that the entire area is entirely covered in THEIR ink? Yeah. You've already lost; that the match still has 2 whole minutes left matters not. The one and only way out is for them to make a colossal mistake.
Not to mention that any developer with at least half of a functioning braincell knows just how ANGRY it makes the community as a whole. You have to have seen that by now, in various games; legions of players flipping the hell out because they're getting so tired of it. It's not a fight at that point.
A great many games will put in additional measures JUST to negate the chance of this happening. Something like Dota, for instance. You dont spawn camp in that game. Why? Because the enemy BASE itself will erase you. Trying to do it is suicidal. The only time when the camping is possible is when the Ancient is about to be destroyed anyway (for those that dont know, destroying it is the win condition), because at that point the base is torn up (you have to break most of the stuff in it to damage the ancient). And even then, it has no practical purpose and is usually nothing but a method of (very brief) trolling. Do enough of it, and you can get in trouble for it. But with the way the game is built, it's rare that it even happens, particularly with that lack of actual practical use. And that sure as hell aint the only game that has anti-camping measures in it; it's just the one that most immediately pops into my mind.
Hell, it's particularly important for any game that is looking to be part of the e-sports scene. Viewers are not one bit happy if they have to sit there and watch that sort of thing happen... there's nothing more boring to watch in a competitive match. They want to see these teams actually duke it out, not stand there.
Again though, nobody likes playing with/against it either. Too much, and players will simply leave in response, and never return (seen this waaaaayyyyyyyy too many times over the years). No developer.... or publisher... wants to damage the population numbers this way. They've already got enough they have to do without worrying about that, and most are aware that it's almost universally considered a negative game element when it happens.
Also.... it's NOT the same as the normal version of "having an opening". Not even remotely close. Consider my analogy of a fighting game, right? In a fighting game, when you leave an opening, a smart opponent can take advantage of it, and punish you with a good chunk of damage. Ouch, right? That's how it works, and that's how it's supposed to be. Leave too many openings in a round, take too many combos to the face, and down you go. Working as intended.
But think of what happens when it goes the other way. Where you make a mistake... just ONE, for a split second... and get hit with an infinite instead. ONE mistake, and the opponent essentially pushes the win button (once the very first hit of an infinite combo connects, you can do NOTHING... you just wait until your health is gone in most games as the opponent simply presses the same sequence of buttons over and over). You think THAT is "competitive" or well designed? I sure hope not. I mean, in that situation, why even have other combos available? Why use any of the other moves/tactics? All you need is that ONE infinite. And it's usually VERY easy to do.... if anything, it's often the single easiest tactic in the game. That applies to other genres too. If there's a trick like that, a tactic known to create that situation, it is THE ONLY THING ANYONE WILL DO whenever the chance presents itself (fortunately, in this game, that's not very often). Be it a team game or otherwise.
In a game like THIS, it's essentially the same thing as in a fighter, when it happens. One mistake (that leads into the specific error situation that allows it) and you dont get "punished", you just outright lose, because they pushed the win button. In a REAL match, a real battle, you'd still have, say, 2 minutes to try to regain the lead. The actual FIGHTING would continue, a desperate battle to take the lead! Most of the time in this game, that's what happens. But when fully camped.... there's no "battle" there. It's a shooting range, and there's a HUGE difference. You cant escape, after all, if the moment you spawn, you find that your one and only option is to press your face into the wall of chainsaws that circles you.
Hell, I can even use a sports analogy! In American Football, what you DONT do is push things towards the end zone, score.... and then continue from that very point, right in front of it, scoring over and over again due to the "starting right in front of it" point. The rules are constructed so that this is never, ever possible. Because what good would THAT be? It'd be bloody terrible and boring as hell. Team sports are set up so that when a point or whatever is scored, the team positions are reset back to the neutral center spot. It should be obvious as to why.
As I said: It's a design error, and totally unintentional. Nothing more. I tend to think that, for this game, it's mostly just a problem with the design of Turf Wars itself (due to the territory-claiming mechanic + the very tiny spawn zones + the lack of any other objective on the map). It just doesnt seem to happen in any of the other modes ever. If it was truly a good competitive element.... than the "competitive" modes would have made sure to include some mechanic that specifically made sure it was always possible (and viable).
Note that I've barely touched upon the topic here, and I also kinda rushed it. I could keep going for quite awhile, and dig deeper into each part of the concepts behind this, but I think I've made my point; that's all I'll say about it for now. ....partly also I'm just bored out of my mind, or I wouldnt rant about it quite as much. I dont consider it that big a deal in this game, since the game is actually pretty darn balanced, as these go.... the devs clearly put alot of time, effort, and love into their work. So I find it only a mild and rare annoyance in this game, and Turf Wars really IS just a "for fun" mode anyway. Doesnt have to be bloody perfect (though they definitely seem to do their absolute best to make it as great as possible). But in other games, well....