Different approach to TK punish?

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  • Crashlander

    #1

    Different approach to TK punish?

    Perhaps a better way to punish people for TK or team damage is for both parties to take half damage?

    Say I am sitting in a jeep and a teamy wants it. If he shoots me, I take half the damage from the shot, and he takes the other half. That way if he keeps shooting at me he will just kill us both and he has gained nothing.
    I think this would stop deliberate TK's completely (no point doing it anymore) and give accidental team damagers chance to realise their mistake and stop and be more careful.
    Mines would simply kill the person that detonated it with no option to punish. If someone runs into your moving vehicle they just die.

    Ok so you may get new types of TK like people deliberately running others over (which is harder to do that just shooting), and you will still get idiots killing each other when they get bored, but I think this system is better than the one we have now.
  • Wheelcipher

    #2
    Re: Different approach to TK punish?

    Originally posted by Crashlander
    Perhaps a better way to punish people for TK or team damage is for both parties to take half damage?

    Say I am sitting in a jeep and a teamy wants it. If he shoots me, I take half the damage from the shot, and he takes the other half. That way if he keeps shooting at me he will just kill us both and he has gained nothing.
    I think this would stop deliberate TK's completely (no point doing it anymore) and give accidental team damagers chance to realise their mistake and stop and be more careful.
    Mines would simply kill the person that detonated it with no option to punish. If someone runs into your moving vehicle they just die.

    Ok so you may get new types of TK like people deliberately running others over (which is harder to do that just shooting), and you will still get idiots killing each other when they get bored, but I think this system is better than the one we have now.

    Or just not have TK capabilities in the game ... or remove the ability to punish, but still maintain the "3-TK and you get auto-kicked off" rule that is in place now. The ability to punish needs to be removed completely. Only idiots still do that.

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    • BeerStein

      #3
      Re: Different approach to TK punish?

      I can understand that being ok with bullets/nades - but for mines/vehicles it would be a mistake.

      I go engineer drop some mines on the road as I am entering enemy spawn (to get the ones coming in to recap flag when it goes neutral). I cap flag, take a helicopter with a gunner and head out. You, tool boy in a jeep, come driving up and rather than jump out or go around them (which I left room for you) - you drive over them.

      You die, I die (by your new rule) and my gunner has no pilot and no clue why - he crashes and dies, and I get punished again for another TK, which I just came back in and my squad spawned on me in a BH. More deaths, etc.

      You would get a chain reaction in some instances.

      Comment

      • BeerStein

        #4
        Re: Different approach to TK punish?

        Originally posted by WheelCipher
        Or just not have TK capabilities in the game ... or remove the ability to punish, but still maintain the "3-TK and you get auto-kicked off" rule that is in place now. The ability to punish needs to be removed completely. Only idiots still do that.
        I hate the autoboot. Especially if it is some retarded glitch TK - like when I fly a BH and a jet flies into me - I kill him, he kills me, and I get 5 TK. Meanwhile I was near the top score, and my squad and I had been rockin on the map and were winning the war.

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        • Chalk.One
          Battlefield Podcast Founder
          • Jul 2005
          • 383

          #5
          Re: Different approach to TK punish?

          Originally posted by BeerStein
          I can understand that being ok with bullets/nades - but for mines/vehicles it would be a mistake.

          I go engineer drop some mines on the road as I am entering enemy spawn (to get the ones coming in to recap flag when it goes neutral). I cap flag, take a helicopter with a gunner and head out. You, tool boy in a jeep, come driving up and rather than jump out or go around them (which I left room for you) - you drive over them.

          You die, I die (by your new rule) and my gunner has no pilot and no clue why - he crashes and dies, and I get punished again for another TK, which I just came back in and my squad spawned on me in a BH. More deaths, etc.

          You would get a chain reaction in some instances.
          You're right, that could be extremely confusing yet somehow hilarious

          Comment

          • Crashlander

            #6
            Re: Different approach to TK punish?

            Originally posted by BeerStein
            I can understand that being ok with bullets/nades - but for mines/vehicles it would be a mistake.

            I go engineer drop some mines on the road as I am entering enemy spawn (to get the ones coming in to recap flag when it goes neutral). I cap flag, take a helicopter with a gunner and head out. You, tool boy in a jeep, come driving up and rather than jump out or go around them (which I left room for you) - you drive over them.

            You die, I die (by your new rule) and my gunner has no pilot and no clue why - he crashes and dies, and I get punished again for another TK, which I just came back in and my squad spawned on me in a BH. More deaths, etc.

            You would get a chain reaction in some instances.
            No no no... thats not what I meant with mines sorry.
            No if I shoot you, we both take half damage.
            If I run over your mine, I just die and thats it.
            Thats what I mean. Guns would be half and half, but mines only the idiot driving over them dies. There is no option to punish anymore - thats gone out the window.
            There's still room for people to be idiots, but just not as much room as there is now.

            Comment

            • DLWebmaestro96

              #7
              Re: Different approach to TK punish?

              Why couldn't DICE have had such brain-storming sessions when testing the game before release?

              Comment

              • JonnyMacFred102
                Member
                • Aug 2005
                • 1995

                #8
                Re: Different approach to TK punish?

                They are too busy trying to rush teh game out and make all the money they can get quickly. EA and Dice don't take the time to make things better and fix bugs at all. They should read these forums, as it seems they are so close-minded/unnaccepting and bitter for input from other people.

                Comment

                • =HzC=Heinz

                  #9
                  Re: Different approach to TK punish?

                  some games had the "split damage" issue on TKs, or even a "reflective" damage on the TKs. I don't think either would work as per the resons cited above by Beerstein.

                  Comment

                  • Clayton Gold

                    #10
                    Re: Different approach to TK punish?

                    Originally posted by SuperTyphoon
                    They are too busy trying to rush teh game out and make all the money they can get quickly. EA and Dice don't take the time to make things better and fix bugs at all. They should read these forums, as it seems they are so close-minded/unnaccepting and bitter for input from other people.
                    hehe, while that does seem a bit true, you should see the RTW forums.

                    You get the boot just for starting threads about glitches, or asking a dev what is being done about it.

                    EA is greedy, but at least they listen....sometimes :p

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