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Support (Read Only) => Suggestions => Topic started by: oreltal1 on September 05, 2011, 08:44:00 AM

Title: Health Station
Post by: oreltal1 on September 05, 2011, 08:44:00 AM
Sometimes innocents destroying health satation i did it too lol and other kills them and they are innocents so i think innocents should lose karma for destroying it so if someone will destroy it next time its really should be T
Title: Re: Health Station
Post by: Hotgreensoldier on September 05, 2011, 08:45:53 AM
I can't really understand what you just wrote ._.

Do you mean innocents should lose karma for destroying hp station....?
Title: Re: Health Station
Post by: Sabb on September 05, 2011, 08:59:37 AM
Tbh, I don't think this is a bad idea.
People bait with it all the time and it's basically just minging... a detective puts down a health station for people to gain HP back and someone just breaks it...
Having people lose karma for breaking it would mostly stop this.
Title: Re: Health Station
Post by: oreltal1 on September 05, 2011, 11:24:43 AM
Finaly one of my ideas sounds good
Title: Re: Health Station
Post by: A4F| Ghost on September 05, 2011, 12:29:56 PM
Yeah nice idea should be implemented but you should only loose 50 karma for destroying it
and about 10-20 for damaging it
Title: Re: Health Station
Post by: Rocket50 on September 05, 2011, 04:22:00 PM
Yeah nice idea should be implemented but you should only loose 50 karma for destroying it
and about 10-20 for damaging it

-A guy with 1000 karma goes up and destroys it
-A trigger-happy derp with 1000 karma shoots him and blathers "HES A TRAITOR BECAUSE HE BROKE THE STATION!"
-The baiter's karma drops to 950
-Tripper-happy derp's karma is now 450
-Baiter:  :trollface:

If you are going to implement that, make the penalty really strict
Title: Re: Health Station
Post by: oreltal1 on September 06, 2011, 03:08:44 AM
i think if someone damage it he should lose 50-100 and for destroying he should lose 100-200 and if someone killed the one that destroyed it he should not lose karma for killing him even if someone gives 1 hit and others kills him they should not lose karma
Title: Re: Health Station
Post by: A4F| Ghost on September 06, 2011, 03:50:32 AM
well i suppose 100 karma would be enough anything more than that would just be stupid
since no one wants to loose 100 karma people wouldn't destroy it
Title: Re: Health Station
Post by: Ἆxule on September 06, 2011, 04:24:20 AM
i think if someone damage it he should lose 50-100 and for destroying he should lose 100-200 and if someone killed the one that destroyed it he should not lose karma for killing him even if someone gives 1 hit and others kills him they should not lose karma

If you make it work that way, you might as well implement that into everything.
i.e. I shoot you first, but you end up killing me, and we're both inno's. Instead of originally you losing more karma, I would be the one to lose the more karma.
I don't see your idea working like you think it will.


With the Health Station, as the Detective, you should hide the Health Station, and only let those who are proven use it. If you hide it, it should last long enough, but not always.
Karma loss, I believe it should be a small amount of loss.
Me personally (even though I don't anymore) wouldn't hit the Health Station if I knew I was going to lose karma.
And for the topic of people shooting back at you for hitting the HS, that's more their fault. Even though it is Traitorous, if you're smart, you'll realise they're just trolling or very sneaky T's.
Title: Re: Health Station
Post by: Don on September 06, 2011, 09:06:00 AM
This idea would be very, very counter productive.

No one cares about losing 100 karma, and people would be able to bait others even easier.

Even without it leading to even more baiting I don't like this idea, I don't really see the problem in destroying health stations without being T. Instantly shooting people that destroy HP stations is beyond stupid.
Title: Re: Health Station
Post by: Osme on September 06, 2011, 10:57:24 AM
This idea would be very, very counter productive.

No one cares about losing 100 karma, and people would be able to bait others even easier.

Even without it leading to even more baiting I don't like this idea, I don't really see the problem in destroying health stations without being T. Instantly shooting people that destroy HP stations is beyond stupid.
ive got to disagree. You think politely asking a 10 year old to stop minging will help? Needs some punishment...
though i must say if this is done, it should have the same penalties for killing a person, if not worse. I say that because well... the health station isnt being all that dastardly nor traitorous, like a sabb may be... Youve got no reason to hit it except to bait/minge. Seems a bit harsh, but think about it. Killing a person can easily be a mistake or they were doing something "very suspicious" or a T starts an rdm-fest. But a blue box sitting innocently in the corner... Its clearly not the T
Title: Re: Health Station
Post by: Azi on September 06, 2011, 11:09:36 AM
Youve got no reason to hit it except to bait/minge.

Actually after the proven Innocent uses it I always make him destroy it so it doesn't fall in the wrong hands. So there are a few reasons.

And I am against the idea of karma penalty. Though it still is a bit annoying to get it destroyed right before you come when you need it.
Title: Re: Health Station
Post by: Ἆxule on September 06, 2011, 11:57:07 AM
Actually after the proven Innocent uses it I always make him destroy it so it doesn't fall in the wrong hands. So there are a few reasons.

And I am against the idea of karma penalty. Though it still is a bit annoying to get it destroyed right before you come when you need it.

This too
Title: Re: Health Station
Post by: Osme on September 06, 2011, 09:24:30 PM
If you want that, allow the detectives to place without penalty. That way idiots cant kill it, but if it needs to be gone for some reason, it can be removed.
Title: Re: Health Station
Post by: Azi on September 07, 2011, 05:13:49 AM
If you want that, allow the detectives to place without penalty. That way idiots cant kill it, but if it needs to be gone for some reason, it can be removed.


Yes, I could take that compromise. Letting only Detective destroy it without a penalty (and Traitors too?) . But I don't know if that would be possible, so please enlighten me.
Title: Re: Health Station
Post by: oreltal1 on September 08, 2011, 05:56:18 AM
so maybe only D will can destroy it and innocent that D give them the option (its can be add as tab to "c") to destroy it
Title: Re: Health Station
Post by: Dale Feles on September 08, 2011, 02:36:53 PM
so maybe only D will can destroy it and innocent that D give them the option (its can be add as tab to "c") to destroy it


It would be fun if D would have a manual way to destroy their own health stations, or at least pick them back up in their inventory.
Title: Re: Health Station
Post by: aerobro on September 08, 2011, 03:54:56 PM
It would be fun if D would have a manual way to destroy their own health stations, or at least pick them back up in their inventory.
YES YES!! WRITE IT DOWN! YES!
Title: Re: Health Station
Post by: blαh2355 on September 08, 2011, 03:58:10 PM
What if a traitor could rig a health station with a c4? For example, go up to a health station, press alt-e to plant the c4 (must have c4) and it will rig the health station. Whenever someone tries to get health from it, it will blow up (minor damage)!
Title: Re: Health Station
Post by: Ἆxule on September 08, 2011, 08:13:57 PM
What if a traitor could rig a health station with a c4? For example, go up to a health station, press alt-e to plant the c4 (must have c4) and it will rig the health station. Whenever someone tries to get health from it, it will blow up (minor damage)!

There was actually something that where T's could rig the HS and make it so that they lose health.

But only letting the Detective destroy it... No thanks.
That would mean he could use it just for himself. hide it in one place, and once done, destroy it.
Title: Re: Health Station
Post by: Osme on September 09, 2011, 01:09:26 AM
There was actually something that where T's could rig the HS and make it so that they lose health.

But only letting the Detective destroy it... No thanks.
That would mean he could use it just for himself. hide it in one place, and once done, destroy it.
A detective can (And does) do that anyways.... Go into corner, heal up, destroy. Atleast with only detective destroying (AND T's of course) there would be less stupid.


And maybe a T weapon that attaches to a health station, and when station is used, the inno takes X amount of damage and the station is destroyed.
Owait, you just said that in what i quoted.... durp
Title: Re: Health Station
Post by: Ἆxule on September 09, 2011, 01:48:20 AM
A detective can (And does) do that anyways.... Go into corner, heal up, destroy. Atleast with only detective destroying (AND T's of course) there would be less stupid.

Detectives as of right now can't destroy their own Health Stations, or other Health Stastions for that matter
Title: Re: Health Station
Post by: Osme on September 09, 2011, 01:51:06 AM
Detectives as of right now can't destroy their own Health Stations, or other Health Stastions for that matter
But they can hide them.
And only allowing a detective to use, isnt actually that mingey. It prevents a T from healing. A mostly dead T isnt much of a fighter against two (even unsuspecting) players
Title: Re: Health Station
Post by: Deathie on September 09, 2011, 02:02:04 AM
That would mean he could use it just for himself. hide it in one place, and once done, destroy it.

That would also be implying that a detective using a health station only for himself is a bad thing, or something that shouldn't happen.
Title: Re: Health Station
Post by: Roach :3 on September 10, 2011, 01:37:34 AM
Since we are talking about HS I'm thinking about fake HS for traitors here is an example.

D:Puts his HS on the ground, "D" leaves the place.
T:comes to the HS and destroy's it, puts a fake HS at the place that the real was on.
I:near-death starts to use the fake HS and loses health and getting killed.

Or dart shooter so it will posion the other player and only antidote that the detective has will be able to use it against the poison.
Title: Re: Health Station
Post by: Hotgreensoldier on September 11, 2011, 05:18:08 PM
Since we are talking about HS I'm thinking about fake HS for traitors here is an example.

D:Puts his HS on the ground, "D" leaves the place.
T:comes to the HS and destroy's it, puts a fake HS at the place that the real was on.
I:near-death starts to use the fake HS and loses health and getting killed.

Or dart shooter so it will posion the other player and only antidote that the detective has will be able to use it against the poison.

Detectives are notified if someone breaks it.

How about traitors can buy a explosive hp station the they drop? Won't be OP since detectives can say they didn't put it down.