What is your suggestion?
A: Make control points marked by COs with the "Avoid" order unable to be captured by the faction.
How would this benefit the server?
A: The have been many instances where a faction involuntarily captures a point marked with the "Avoid" order (Like B in the case of rebels); even if COs instates the team to not do so.
This is usually because players might need to pass close or by the zone in order to neutralize enemies or flank; or straight up disobeys or doesn't read the order of the COs.
In addition to that, we also have situations where classes that can scout or infiltrate (such as recon or ranger) can sometimes 'chip' the point A/H control in order to enter some places, especially if passing through the underground.
What I'm proposing is the following:
if an "avoid" order is put in a control point, then the player quantity required for the faction to capture it is set as infinite, meaning no matter how much players there are in the point, it cannot be conventionally captured.
This would not only discourage players to actually avoid a point (since it would have no sense to stay there), but it would give point A/H an extra layer of protection against undesired capping too.
I'm unsure if this should affect capturing via Loot caches / Command Resources, but that's something open for discussion.
-1 it already gives u a nerf when u are on the point there is no need for this to be added
giving a nerf is fine (as it is rn) but controlling a player to this degree is not fun for anyone
also u can report them to their COs
for the scouting / infill classes thing its not a big deal and it can be easily avoided or out right not a problem on the maps we play on rn
I only say -1 to this but what happens when a CO gets off and doesn't take off the avoid order if it's wanted to be captured later when say a CO go's AFk or is not on.
+ What OZZ said
But for the most part I agree to what you suggest.
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To yall sayin that it's an overwhelming level of control or whatever, a couple points being unable to be captured at COs' discretion is not exactly a huge detriment. It's mainly Points B and M or whatever map-dependent you wanna mention. It's not like capturing those points is important, and you could just report any CO who leaves a bunch of points on Avoid. There's a chat log for a reason yaknow.
COs may order you to not cap a point regardless and it's not like you should then go and capture that point. The debuffs are pretty strong at the moment, but honestly I think this would be a better means of preventing people from ignoring the orders, because then they just can't. COs can't see people through walls, so it ain't like there's 24/7 supervision.
Considering how many times I had to repeatedly shell a few specific people for going too close to Combine spawn earlier today who just did NOT get the message, I think this ain't a bad decision.
+1 It's a good idea to handle unresponsive units and not only prevents capping points you don't want to cap but may even be possible to be used strategically (putting avoid orders on a point so the enemy team doesn't see it getting capped, them taking it away when there's enough units inside), responding other points said, if the team gets a CR then it's on the enemy team to blame, now destroying caches is just disobeying orders which is just another degree of a problem we seek to fix with his idea, so i don't see that being a reason to disagree.
Also you could just make orders begone if COs leave or make a rule to just check your map before you leave? Simple as, also mostly the points that recieve avoid orders are mostly very early lattice and not middle points that show relevance to map control.
+1 because obviously it's a good idea and make sure any units stays the hell away from any points that has avoid order, specifically those that are close to the faction's HQ
I agree, however COs will have to more careful with the order should this be implemented. Being unable to cap one of the points closer to your base because the CO wants people to backcap would be quite annoying.
+1
proper managment of use would go a long way in preventing abuse of the system should it be implemented. Furthermore, "avoid" orders are usually set on spawncamp points (A or B or whatever lol), so I doubt they'll be used elsewhere other than special deployment strategy.
Furthermore, the "lack of control" a playerbase would experience would only be preventing a capture of one point that most likely shouldn't be capped anyways. It also is just convinient for mfs that don't like their spawncamp areas capped lol.
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What is your suggestion?
A: Make control points marked by COs with the "Avoid" order unable to be captured by the faction.
How would this benefit the server?
A: The have been many instances where a faction involuntarily captures a point marked with the "Avoid" order (Like B in the case of rebels); even if COs instates the team to not do so.
This is usually because players might need to pass close or by the zone in order to neutralize enemies or flank; or straight up disobeys or doesn't read the order of the COs.
In addition to that, we also have situations where classes that can scout or infiltrate (such as recon or ranger) can sometimes 'chip' the point A/H control in order to enter some places, especially if passing through the underground.
What I'm proposing is the following:
- if an "avoid" order is put in a control point, then the player quantity required for the faction to capture it is set as infinite, meaning no matter how much players there are in the point, it cannot be conventionally captured.
This would not only discourage players to actually avoid a point (since it would have no sense to stay there), but it would give point A/H an extra layer of protection against undesired capping too.I'm unsure if this should affect capturing via Loot caches / Command Resources, but that's something open for discussion.
giving a nerf is fine (as it is rn) but controlling a player to this degree is not fun for anyone
also u can report them to their COs
for the scouting / infill classes thing its not a big deal and it can be easily avoided or out right not a problem on the maps we play on rn
+ What OZZ said
But for the most part I agree to what you suggest.
COs may order you to not cap a point regardless and it's not like you should then go and capture that point. The debuffs are pretty strong at the moment, but honestly I think this would be a better means of preventing people from ignoring the orders, because then they just can't. COs can't see people through walls, so it ain't like there's 24/7 supervision.
Considering how many times I had to repeatedly shell a few specific people for going too close to Combine spawn earlier today who just did NOT get the message, I think this ain't a bad decision.
So, +1.
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Credit to SEVIN.
Also you could just make orders begone if COs leave or make a rule to just check your map before you leave? Simple as, also mostly the points that recieve avoid orders are mostly very early lattice and not middle points that show relevance to map control.
proper managment of use would go a long way in preventing abuse of the system should it be implemented. Furthermore, "avoid" orders are usually set on spawncamp points (A or B or whatever lol), so I doubt they'll be used elsewhere other than special deployment strategy.
Furthermore, the "lack of control" a playerbase would experience would only be preventing a capture of one point that most likely shouldn't be capped anyways. It also is just convinient for mfs that don't like their spawncamp areas capped lol.