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Overhaul the current paranoia system to reduce obnoxious team killing #57

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AKMDM opened this issue Nov 16, 2016 · 0 comments
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AKMDM commented Nov 16, 2016

A major problem of WhoDunIt for the longest time is the annoying and excessive team killing that a few players do to ruin the gameplay for the community. Paranoia and the ability to attack any player you see is a part of the game, but the current paranoia system is still lenient enough for obnoxious team killers or trolls to keep at it.

I suggest a major overhaul to the current system to be more strict towards unnecessary team killing, but also fair for killings that have reasons. Here's how the current system works:

  • Currently, when an innocent kills another innocent, they drop their current weapon, all health kits, and are given a yellow aura that reveals them to other players. They cannot heal naturally until their health drops below 30.

  • In older versions, if an innocent kills a second innocent, they would be given a red aura and could be killed by anyone without consequences. However, the current system is designed so it will automatically remove that player from the game instead. It's optional whether we should return the red aura or not.

Here's some ideas I came up with:

  • If an innocent keeps attacking others carelessly almost to the point of killing them, the game should label them as "reckless", and any innocent that kills them in self-defense will not receive any repercussions for that paranoia kill. That way, players should have no hesitation to get rid of those who do nothing but harass the innocents without reason.

  • The system should determine whether a paranoia kill was by accident or not. For example, if a group of innocents are combating the murderer and one innocent kills another through misfire or missed swing, they should not be punished severely as any team killer would.

  • Players who end up team killing are "under watch" based on how many paranoia kills they've gotten. This number can accumulate, but diminishes when a round ends (the number of rounds that must pass in order for this to decrease can be adjusted by the server via CVARs). If a player reaches a certain limit of paranoia kills (also adjustable by the server via CVARs), they could become a free kill or automatically kicked from the game at the start of a new round.

  • Keep track of obnoxious player in case they disconnect and rejoin the server to prevent exploitation of the new paranoia system.

This is so far what I have in mind, but there could me more features to implement to make this system more robust and fair, hopefully being about more quality gameplay that requires teamwork and minimal trolling.

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