A suggestion for rewarding proper gun control


(Coolhand) #1

One thing that differentiates an experienced Wolfie player from those less experienced is the ability to hold your fire when there’s a friendly body in your line of fire. Those who say it’s the other guy’s fault for running into a team-member’s line of fire are, IMO, simply wrong. In the heat of battle, how am I going to know whether I’m in your line of fire or not? An experienced player will only open fire if it’s clear to do so (although I accept that this can often be frustrating).

Wouldn’t it be a Good Idea to reward those who can hold their fire? It seems to me that this could be implemented quite simply, by applying an XP penalty (1 point?) for each and every friendly fire shot that lands. (This could even apply on games that are “FF off”, too).

This would have the knock-on effect of penalising teamwounders / healthstrippers for their blatant antisocial activities, too :slight_smile:


(Ragnar_40k) #2

I would subtract XP for teamdamge not for landed shots. E.g. -1 XP for 10 points team damage. This would result in -10XP for a TK from full health.
On the other hand you can not subtract XP for certain weapons/situations: a dyno blast or an enemy steps onto a mine and a teammate receives damage too.


(Coolhand) #3

Yes, but (usually) such damage is accidental. My point is you can’t aim landmines and dynamite :slight_smile:


(Ragnar_40k) #4

Some people cant aim with a SMG too. :slight_smile:

But taking teamdamage instead of landed shots has some advantages:

  • teamdamage will be already recorded by the game (you can see it in the stats), so the modification would be small.
  • this would also take indirect hits into accout, e.g. the blast of a PF.

My comment was that that the weapons have to be handled different. E.g. less/no XP loss for dyno (maybe -1XP for 100 points teamdamage) and -1XP for 10 points teamdamge with a SMG.


(weasel) #5

Or perhaps you go earn 2XP in battle sense for every 30 seconds you go without hitting a teammate. In a 30 minute game, that’s 60 free XP for any halfway decent player. Or if you want to punish team damage more harshly, you could go 4/minute or 8/2 minutes.


(Freedom[]Tickler) #6

For anyone that has played Americas Army, they took a very interesting approach.

First, they have Honor Points that travel w/ you from game to game, permanent.

Second, they are very harsh for TKing, if you take 1 lil health point off a teammate w/in first 15 or 30 seconds of a game, instant KICK and you actually land in a jail cell … heh. Or if you do too much team damage over course of 1 round of 5 games, youre kicked and lose HPs.

Third, they have your ingame score and another, transparent scoring method that takes into account ROE (rules of engagement) how well you cover your teammates etc, that helps advance your HP score. You definitely advance your HPs by going successive rounds w/out inflicting any team damage. This scoring method is central to the game, and you have to log onto official servers so it can be tracked, unoffical servers do not track your HPs.

Permanent HPs do make people alot more carefull about TKing etc, and its kinda fun to try to advance your honor points over time.

Im not saying this would be good idea for ET, just a comparo. But I agree, not inflicting team damage shld be a reward class, I also wish the name of the person who blows up objectives would be displayed too. More negative consequences would prolly be easier to implement than rewards for this kind of thing. I also tend to agree that stepping on your teams landmines shld not trigger a complaint, although we shld try to imagine the implications of that viz players that like to block doors/TK etc


(amazinglarry) #7

I didn’t read everything after the first post…

But I don’t agree… simply for the fact that GOOD MEDICS… would be penalized for being Good Medics… ala tk/raise. :frowning:


(GrumpyDog) #8

Penalzing XPs against TK’ers won’t work! Rampant TK’ers don’t care about XPs. They just want to cause trouble. They also re-logon and change thier names, especially to those of other players and continue to TK. Without a unique ID of some sort, TKing is here to stay. It really put the stops on the fun of ET. Maybe the only option is to turn off FF all together. I know it sucks, but what else can you do against idiots who want to ruin for everyone else.

:beer:


(Freedom[]Tickler) #9

I think coolhand is suggesting a way to get players to not spam fire into their teammates. He wasnt saying it would deter TKing llamas, just reward people who hold their fire when their teammates are in the line of fire. I think its a good idea, as reward or punishment, to get people out of the shoot first let god sort em out mode.

I hate havin my health knocked down b/c of some trigger happy llama, and since most players are keen on their XP score, might just be good medicine.


(Esf_Dr.X) #10

it takes some time to control and know when to interfear or not to interfear lol


(Coolhand) #11

Sounds good to me. Something like this might also give a little incentive for the people defending the objective at times when there’s no action, too :slight_smile:


(Coolhand) #12

There are some that think that tk/revive is NOT a good tactic for medics (although those that do are far more vocal). But that’s a topic for a different thread :wink:


(Coolhand) #13

Agreed, they don’t care about points… but if there’s an XP penalty for friendly fire won’t it be a deterrent if their accuracy is impeded by their own activities? :wink: Sounds like poetic justice to me :slight_smile:


(Spookstah) #14

Another great solution is Mirrordamage like they use in Global Operations, they handle this in %, so you could set it to lets say 60%.
Now when you shoot a teammate for lets say 50% you will be damaged for about 55-60%, so when someone tries to do a TK he will kill himselfs before he kills his victim.

Im afraid people will abuse this system by going into empty servers and wait 4 other people 2 join, they already start with XP points before anyone else.


(Formaldehyde) #15

If you keep getting shot in the back by your teammates perhaps it’s not an accident. :banana:

Learning when not to shoot, or throw a nade, or an AS/Arty strike are advanced skills that are never learned by some people who only play on ULTL servers, particularly those with short spawn times. However, I strongly believe FF is an important aspect of this game.


(Coolhand) #16

Sadly, I suspect you may be right :frowning: And in ET (compared with RtCW) it seems much more difficult to tell the direction from which shots are coming from, too. I’m sure there are some sad little kids who get a lot of pleasure from such activity.

Exactly my point. And implementing some way by which those who do learn this skill are rewarded is surely a good thing, no?


(weasel) #17

No, on most servers you need a minimum number of people to start a game. Default is 4. Less than that, and it’s just warmup. It would be easier to earn the xp with just 1 teammate, but the other team is earning it just as fast, so it’s even.


(Formaldehyde) #18

In a previous thread weren’t you complaining that your ASes were killing your teammates and they were complaining about it so you wanted the developers to change the game so it would no longer happen? Which way do you want it?

I happen to think the FPS games work just fine the way they are now. Occasionally I get killed by an errant AS or nade or even zigging when I should have zagged. As long as it doesn’t happen repeatedly I just shrug it off. If the person proves they can’t be trusted I F1. If that doesn’t work to quell their overenthusiasm I vote to kick. It works for me because I typically don’t play on n00b-laden servers.


(Coolhand) #19

Um… no… you must be thinking of someone else. I rarely play FOps, when I do I rarely call in airstrikes (coz I’m too concerned about the possibility of TKs since I haven’t had enough practice). I have never voiced the complaint above that you’re attributing to me. Please get your facts straight before placing your foot in your mouth.


(Formaldehyde) #20

Ah. You are right. It was someone else who was complaining the opposite side of the issue from the Field Ops perspective. Other than the misidentification I stand by what I said. The game is fine as it is. If you zig when someone thought you were going to zag you are going to get shot just like in real life.

Now I remember why your moniker stuck in my mind. You are the one who wanted TK/revives to be banned because you personally didn’t like them even though they have always been an accepted practice in RTCW.

I detect a pattern here…