Support (Read Only) > Suggestions
Possible Solution to Reduce Karma Lost from RDMers
Eion Kilant 739:
--- Quote from: Travelsonic on January 04, 2012, 06:58:57 AM ----snip-
- If Traitor is carrying a Traitor only tool or weapon and it is visible, or if he/she had just used one in plain sight, or said traitor is disguised: No karma loss for damage or kill
- OTHERWISE: small karma loss for damage, median for kill?
--- End quote ---
Brilliant, this is a step further than what I intended. Although for that bit included it should be if they bought something from the T store rather than if they used/have one.
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--- Quote from: Travelsonic on January 04, 2012, 06:58:57 AM ---there isn't anything for not screwing the karma of someone killing an RDMer or teamkiller.
We should add a mechanism that does the following:
If someone kills another player who is on the same team, he or she loses karma, BUT if the person killed ends up killing Y number of team mates > 0, karma is recalculated, and the loss is far from dramatic - this would apply even to the killing of an RDMing detective, in which case the regained karma would be higher to offset the massive loss from killing a detective as an inno or fellow detective.
It needs work, but the idea I outline above would, IMO of course, help A LOT in offsetting the effect of killing RDMers, and help deter first blood RDMing without nuking the system outright.
--- End quote ---
That /\ is what I am suggesting! Thank you for atleast coming to that conclusion.
Travelsonic:
--- Quote from: Eion Kilant 739 on January 04, 2012, 04:53:03 PM ---Although for that bit included it should be if they bought something from the T store rather than if they used/have one.
--- End quote ---
IF the fact that emits the same sound as picking up gun/ammo - giving it away - is a part of the game/idea, which I reckon it is, absolutely. Perhaps a function that picks up if the sound was played in the last X number of seconds? ms?
Eion Kilant 739:
--- Quote from: Travelsonic on January 05, 2012, 10:04:16 AM ---IF the fact that emits the same sound as picking up gun/ammo - giving it away - is a part of the game/idea, which I reckon it is, absolutely. Perhaps a function that picks up if the sound was played in the last X number of seconds? ms?
--- End quote ---
While that would be a good idea it would be pretty hard to code into the game. I suppose if a disguiser was in use... It just doesn't seem that this would be a good way to punish RDMers. I have to stand with if the Traitor bought something that played the sound bit or had fired a single shot, but that could be used to grief karma...
Ok, if a Traitor has not bought a T weapon, has not fired a shot, and has not picked up a prop within the first (24, 28, or 34?) seconds the killer should suffer half (2/3rds?) of that he would lose if he killed an Innocent. I think that will work.
What if a T who was kicked for being AFK was taken down 50-85 karma? Such a thing would be realy nice as those AFKers that end up being Ts drive me nuts.
Hitman:
--- Quote from: Eion Kilant 739 on January 05, 2012, 06:05:16 PM ---
Ok, if a Traitor has not bought a T weapon, has not fired a shot, and has not picked up a prop within the first (24, 28, or 34?) seconds the killer should suffer half (2/3rds?) of that he would lose if he killed an Innocent. I think that will work.
--- End quote ---
This suggestion would be nice.
Travelsonic:
--- Quote from: Eion Kilant 739 on January 05, 2012, 06:05:16 PM ---
Ok, if a Traitor has not bought a T weapon, has not fired a shot, and has not picked up a prop within the first (24, 28, or 34?) seconds the killer should suffer half (2/3rds?) of that he would lose if he killed an Innocent. I think that will work.
--- End quote ---
IMO it shouldn't be just relative to the round start - or rather, SOME of my idea should apply for the entirety of the round since people can be RDM'd as tater even after that [seemingly arbitrary] timeframe passes.
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