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Prevent lost kills with "tags"


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This can frequently happen in TO but is mostly irritating when in DM, as you're about to kill someone they just leave thus wasting your time.

 

For this idea i would like to have a 5 second tag, then once the 5 second tag you can leave at anytime you want, when you leave between the time that you're tagged you receive a warning out of 3 warnings. ( the "tags" come from when a player shoots you ).

 

After the player has received 3 warnings, a probation will be given to the player.

 

For warning:

Option 1:

5 minutes for the first warning then it builds up to 35 minutes as the max, 5 mins x 7 days = 35 mins, then the warnings resets which goes back to the 1st chain ( 5 minutes).

 

Option 2:

The player will receive the probation of half the amount of time that the battle has, e.g 60 min battle = player receives 30 min probation, for this option, the probation chain won't exist.

 

Option 3:

This option can either go with option 1 or 2 but with a slight change, the player will only get a probation on that specific battle or type of map that they've been in.

 

Concept of tag:

Option 1:

A tank shoots you, 5 second starts, when someone shoots you the time won't go back up to 5 seconds but instead the time will reach 0 then the countdown starts again when you've been hit.

 

Option 2:

A tank shoots you, 5 second starts, the time goes back to 5 seconds when you receive another shot while the countdown is active or not.

 

I would have this as an option for pro battles (especially parkour). This idea seems harmless and would not highly affect the TO community, but this is only an idea to keep runners from running in a middle of a fight ( 5 second fight ).

 

For people refreshing cause of lag I would suggest waiting 8-12 seconds.

 

note: the "tag" effect will wear off when you die either way as the time it takes for you to spawn and the time the phantom turns off ( time of spawning to a place + phantom off )

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Under review

[expr] [gmpl] [vltr]

Why not just make it so that the player gets a kill anyway even if the opponent he was shooting leaves the battle? Much simpler solution, instead of this whole system with probation.

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If a tank that received damage leaves the battle, then just give away xp according to the gamemode rules (last damage dealer +10xp in DM; damage share of 15xp in teammodes; ...). Thats all it takes, isn't it?

There is not even a need to increase the number of deaths by one in the profile.

 

Has to be abuse proove, because you could gain xp and crystals by doing so. This method is less efficient then others, but maybe harder to spot.

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Under review

[expr] [gmpl] [vltr]

Why not just make it so that the player gets a kill anyway even if the opponent he was shooting leaves the battle? Much simpler solution, instead of this whole system with probation.

ok

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This is in minecraft, would be good to add to tanki

How it works:
Combat tag makes it impossible to pvp log!
When a player is struck by another player, combat tag logs it in its log.
If one of the players logs off within 10 seconds (time can be changed) of being struck, combat tag comes to play.
Combat tag makes it so that if the player logs off within the ten second field, he spawns an NPC with the same inventory/health as him.
The player that was attacking then can attack the NPC, and the same is done to the logged off player.
If the player kills the NPC, the player that logged off in combat is also killed, and drops everything in their inventory.
If the player causes damage to the NPC, the player that is logged off also takes the damage (including armor).

Video Demonstration: http://www.youtube.com/watch?v=g4G5MZmHA9A

 

+ player that does that gets 5 minute game disconnection and 50 crystal fine

wont take effect when you leave while respawn / fatal error

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This is in minecraft, would be good to add to tanki

How it works:

Combat tag makes it impossible to pvp log!

When a player is struck by another player, combat tag logs it in its log.

If one of the players logs off within 10 seconds (time can be changed) of being struck, combat tag comes to play.

Combat tag makes it so that if the player logs off within the ten second field, he spawns an NPC with the same inventory/health as him.

The player that was attacking then can attack the NPC, and the same is done to the logged off player.

If the player kills the NPC, the player that logged off in combat is also killed, and drops everything in their inventory.

If the player causes damage to the NPC, the player that is logged off also takes the damage (including armor).

 

+ player that does that gets 5 minute game disconnection and 50 crystal fine

wont take effect when you leave while respawn / fatal error

That is Minecraft (sigh!) and I don't think it would work with Tanki and IMO would not even be good for Tanki, in fact I think it would be a complete waste of time for developers that could be doing something useful.

 

It's fair enough that players get fed up with players quitting but it's not the end of the world. Or as you're a Minecraft fan another way to put it is - Players with this frustration should "build a bridge and ...get over it!" :)

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