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Dealing with team-wounding

Posted: Thu Jan 12, 2012 9:03 pm
by Dog
So I was pondering an idea to deal with the plonkers who think team wounding is OK.
How about this?

Every time you wound a team mate, your weapons lose their effectiveness a little bit.
When you die, it gets reset to normal.
The upshot of this is, if you sit and wound your team, after a while, your gun stops working....

Re: Dealing with team-wounding

Posted: Thu Jan 12, 2012 9:30 pm
by M's
Love that Idea. Must havve been a very long hot bath for that one.

Re: Dealing with team-wounding

Posted: Thu Jan 12, 2012 9:53 pm
by Gizanked
mirror damage is always a fun way

Re: Dealing with team-wounding

Posted: Thu Jan 12, 2012 10:01 pm
by Dog
We used to run mirror damage, but it became a pain in the bum, when it was an accident.

To be honest, the only proper way is to turn off FF, but there'd be an outcry.

Re: Dealing with team-wounding

Posted: Fri Jan 13, 2012 3:11 am
by v.o.c
sounds like a plan, but is it possible for it to only activate after say 3 consecutive hits on 1 player in a very short time. so if you hit a player by accident in a fire fight it as no effect but if you shoot him repeatedly your punished. Also will it effect all weapons including melee and for added fun once your gun is not working anymore could it trigger time bomb with a warning that team wounding will get you banned.

Re: Dealing with team-wounding

Posted: Fri Jan 13, 2012 9:35 am
by <eVa> + Sarge +
I have wondered who would be upset if we turned FF off. Is it because it would make it too easy?

If we keep FF on, your idea Dog, would be good. You would have to take into account the T/W from grenades, rockets and airstrikes. These happen all throughout the maps. Would nades and rockets weaken?

Is there a way to punish melee, primary and secondary weapons only?

I like your idea Carrot about the time-bomb, but I think people might T/K just to see the cool effect. :P

I was just thinking...maybe if you can ID someone who is in excessive team wound mode and have FF turned off just for them...

Maybe weaken their weapons when used against their own team? That would be a programming nightmare and most likely impossible because of the limitations. But would be nice. :)

Re: Dealing with team-wounding

Posted: Fri Jan 13, 2012 10:57 am
by Aardvark Ratnick
For deliberate team wounding I am all for this. For accidental TW I am not unless we can put some modifiers on it. We have to take into account weapons such smg, mg and other weapons that fire very rapidly. It is quite easy with a thompson to tw a teammate while trying to take out the skeleton or witch. We need to try to make it crab the deliberate TW. Maybe something like 3 hits from a rifle in less then a minute this goes into effect. Or maybe something like if you loose say 10 percent of your health from a friendly fire from the same person then it starts.

Re: Dealing with team-wounding

Posted: Fri Jan 13, 2012 8:07 pm
by Dog
Maybe we just turn off FF then.
Make it easier for Allies?

Re: Dealing with team-wounding

Posted: Fri Jan 13, 2012 9:47 pm
by <eVa> + Sarge +
I like it the way it is. For the 2,000 or so players we have connecting, only a small percentage are complete asshats... :P

Re: Dealing with team-wounding

Posted: Fri Jan 13, 2012 11:56 pm
by Moonshine
Turn FF off and make zombies stronger? :D

Re: Dealing with team-wounding

Posted: Sat Jan 14, 2012 2:26 am
by v.o.c
<eVa> + Sarge + wrote:I like it the way it is. For the 2,000 or so players we have connecting, only a small percentage are complete asshats... :P
agreed

Re: Dealing with team-wounding

Posted: Sun Jan 15, 2012 10:26 pm
by south
I've always liked the Kick/Ban method.

When action limit is reached, the person is disconnected (kick). Remember, stats get reset. Maybe another sanction - loss of points.

After (say) two kicks with big on screen warnings, the person is banned and has to talk to admins.

Maybe they can't come back after kick until map change or time limit (5 minutes would be fine).

Kick would reset in 20 minutes?

The number of hits required for action resets after a couple-three minutes, separating true TW's from guys just playing hard trying to help out a buddy.

No asshat TW'er is going to count hits and wait three minutes for them to expire.

Speaking of that, it's simple to set a limit by watching. If I'm blasting at a zombie hacking on my teammate, how many times will I hit him? 7,8 max? Let's say that happens from time to time, every few minutes...

But these are all good ideas. I do think if FF is off completely it's just spray and pray. If that is what's chosen, I think zombie health bump or similar.

Re: Dealing with team-wounding

Posted: Mon Jan 16, 2012 6:26 am
by the creeper
Problem is is that most of the ones doing it don't care about stats or points. They are there just to be trolls, thinking it's funny to take you health down to almost 0 when you come out of spawn so the first zombie you cross bops you on the head and your gone. It's not so annoying that you can't play but does make it harder sometimes. The regulars do care about points and stats so most of us don't TW on purpose. I do think that maybe getting kicked for 20 minutes or so might make a difference.

Re: Dealing with team-wounding

Posted: Mon Jan 16, 2012 9:15 am
by Dog
OK. Did some serious thinking.

This is the way I'll program it:

1. Continued team-wounding/team-killing and instead of being banned, your team damage is zero, so you cannot do any damage to your team at all.
2. Your weapons then do only quarter-damage to the enemy - this is a deterrent.
3. Your name gets added to a database of shame, from which there is no removal.

I think this would work because:
1. FF is still on for everyone else
2. The dorks that like to troll/grief can't harm their own team and end up being ineffective against the other team

The formula for deciding TW/TK would need to be lowered at bit.

Re: Dealing with team-wounding

Posted: Mon Jan 16, 2012 9:30 am
by the creeper
You the man with a plan, sounds good. Now i can't wait for someone to ask why they aren't doing damage.