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There was once a great Jedi. This great Jedi thought that he will be as supportive as possible. This Jedi buys push. This Jedi will do his or hers best to push the bad nades away to keep the teammates from harm's way. Sadly, this is not always so easy for our hero jedi; the nades can sometimes be devilishly tricky to push that even our great Jedi might once or twice push one into their teammates and make a big mess out of them. Usually teammates understand that the jedi only pushed the nade accidentally into them and are kind enough to press f2 to forgive the great Jedi. Now this is where the system truly punches the great Jedi into the groins. No matter how supportive our hero tries to be, he now has so many tk points that the great jedi is starting to second guess about pushing nades in the fear of hurting his teammates, inevitably leading to his own demise by tk points.
What can we learn about this tragedy of great Jedi the supportive? That something has to change. This is how I would change the system of punish, ignore and forgive:
Punish: Pretty simple, it will stay exactly the same
Forgive: not only does it not punish the player that team killed, but it also forgives the tk points that the finishing blow dealt
Ignore: Does not forgive the tk points that the finishing blow dealt, but neither does it give any extra punishment anymore
With this system we could more easily forgive teammates that team killed accidentally without limiting them. I believe the biggest problem is picking a saberist and being afraid of pushing nades back because it may scratch a teammate and you will die because of it. Also playing high rate of fire guns is a problem if you have a high tk count; even the smallest dmg dealt on a teammate resets the tk point counter and it will not diminish the next round.
One problem with this system that comes to my mind is: no more instant deaths if you team kill and you have too many tk points to withstand it. With this system death would not come until the player punishes or ignores for the needed period of time. I've got a simple solution for this: Before the forgive command is given, the tk points that were dealt by the finishing blow will remain active.
Even this system has its own flaws. For example, you have a gun with a high rate of fire and you do a lot of team damage in a short period of time. The finishing blow does only, lets say, 5 hp dmg which means that even if forgiven you're still left with 95 tk points nonetheless. I think that if it is possible, there could be a certain time span that if you team kill, then all tk points collected in that certain time span (a second?) would be forgiven, as long as the team killed player decides to forgive.
What do you guys think? I believe this would greatly improve the current system and let players play without the constant fear of tk points. Surely you cannot get rid of unfair rage punishes but that is something we will have to live with.
What can we learn about this tragedy of great Jedi the supportive? That something has to change. This is how I would change the system of punish, ignore and forgive:
Punish: Pretty simple, it will stay exactly the same
Forgive: not only does it not punish the player that team killed, but it also forgives the tk points that the finishing blow dealt
Ignore: Does not forgive the tk points that the finishing blow dealt, but neither does it give any extra punishment anymore
With this system we could more easily forgive teammates that team killed accidentally without limiting them. I believe the biggest problem is picking a saberist and being afraid of pushing nades back because it may scratch a teammate and you will die because of it. Also playing high rate of fire guns is a problem if you have a high tk count; even the smallest dmg dealt on a teammate resets the tk point counter and it will not diminish the next round.
One problem with this system that comes to my mind is: no more instant deaths if you team kill and you have too many tk points to withstand it. With this system death would not come until the player punishes or ignores for the needed period of time. I've got a simple solution for this: Before the forgive command is given, the tk points that were dealt by the finishing blow will remain active.
Even this system has its own flaws. For example, you have a gun with a high rate of fire and you do a lot of team damage in a short period of time. The finishing blow does only, lets say, 5 hp dmg which means that even if forgiven you're still left with 95 tk points nonetheless. I think that if it is possible, there could be a certain time span that if you team kill, then all tk points collected in that certain time span (a second?) would be forgiven, as long as the team killed player decides to forgive.
What do you guys think? I believe this would greatly improve the current system and let players play without the constant fear of tk points. Surely you cannot get rid of unfair rage punishes but that is something we will have to live with.
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