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Discussion for reducing spawnkilling #1283
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Hello. This solution is not suitable IMHO. As this prevents any spawn killing. We just want to prevent excessive spawn killing. |
This is a pretty complex problem to solve, and needs a lot of thought/testing put into it. |
Alternatively simply reward less points if an enemy is killed on their own spawn. |
Why not just make the player invincibility last until their first input/coordinate change |
Maybe something like this might work: |
Smth like this suggestion? Discord |
@LoneWolfHT I think either this needs to be closed, or that you need to "hijack" it like you did with the rankings storage issue. |
Well this poll suggested that players are okay with the current spawnkill situation https://discord.com/channels/447819017391046687/447819018028449793/1253398670372769843 |
Ez fix would be just marking the player as "camper" in other FPS shooters, even placing temporary bounty on him for a few seconds. The thing is, while the camper warning itself might be pretty inapplicable to the CTF gameplay, the "excessive" spawnkiller is just monke finding the good spot and pressing the click in the direction of the spawn over and over. So, yes, let's say we have a hidden camper warning that tracks if player didn't move for some time, but doesn't carry any maluses on itself. But when that player starts killing players in their spawn zone, the warning and marker shows up, and perhaps a bounty gets placed on his head. With such approach the melee players are pretty much free to spawnkill (takes skill lolol), while ranged players have to change their position from time to time if they want to keep spawnkilling unnoticed. Isn't that good enough? |
You seem to have good points. But it's hard to read the way you've written them. |
As the spawnkill is sometime a very attractive sport for some players and not easy to report and therefore not deterrent, I would suggest that, for example, for all distant shoots (riffle, magnum, bomb, grenade...etc) on a player located in the 9 or the 25 blocks around the flag, it will automatically behave like dammage cobblestone : hurt the shooter rather than the player.
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