We all here play Halo and therefore we all know that because of friendly fire Halo stand head and shoulders above the competition when it come to multiplayer action and teamwork.
So we all know the inevitable will happen be it accidental or intensional! <mark>It could come from a child wanting your rocket launcher or someone thats just out to cause trouble!</mark> Question is how far to you go to monitor or stamp out this behaviour.
Reach is to hot and cold with its system of adding up all your recent games and hounding for the next couple of games, which will either get you booted by accident leading to random quit bans and in turn making people either turn off or switch games. Not a good idea with Halos current slump in population.
The two strike system is an option that will allow for retaliation against people out to cause trouble but can lead to a game long feud of popping each others shields practically throwing the game for anyone else playing.
The option I impose would give them a slight ticking off with a side of punishment to balance incident.
SKULL"S
What I would do is have a the option to slap a skull on you the betrayers game, without go to extremes something like Fog or Blind for 4min. I figure 4mins because its just longer then the 3min power weapon cycle? Then implement the two strikes option as betrayals are usually not two common.
“Imagine the irony when those sniper thief’s try using a sniper with no cursor, lol”
Punishment will hinder the guilty slightly while awarding a small sense of satisfaction to the betrayed which will hopefully defuse the situation of revenge attacks. Letting people get on with the game.
> or mabey yoou could also add a setting to make it so they can’t fire for an amount of time
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> and what if it’s an accedent?
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> isint that a little unfair to people who just get a betrayal by accedent?
Yes and no. Honestly, there are instances where the betrayee is at fault, but more often that not, when it’s an accident, it’s because the betrayer was doing something stupid.
More on topic: I think we just need a better detection system. I remember a while back on the B.net forums, some had a really good idea based on some programming classes he had taken. I wish to god I could find that again, because his method solved a lot of problems.
On the other hand, we could just do away with friendly fire.
I agree with the skulls idea, and the fact that most accidents are because someone is doing something stupid. However there are some extremely annoying instances that are the game’s fault and not the players’. For example I was playing infection in Halo Reach. I am not infected at this point, but someone is about to lunge at me. I shoot my pistol right as he infects me. While the bullet is in the air I die and switch teams to the infected side. Then the bullet hits him and I get a betrayal. This causes me not just to miss out on a kil, but lose one too. Not to mention I was in first place up to this incident. Things like this make me really mad, but really what can 343 do?
Sounds cool, but there are accidental betrayals, and people who are just mad because they got killed will slap a skull on someone who accidentally betrayed them.
I propose a three strike system with a forgive and punish system. If you are betrayed you have the option to forgive, or punish the player.
If you punish them they will recieve a punishment, for example, when they betray someone and are punished, they will instantly die and it will count as a suicide. The next time they are punished, they will recieve a suicide and a ten second long respawn. The third time, they will be booted from the game.
Most players don’t want to have extra respawn time, nor do they want to die. This should abolish a lot of TK’ing, or at least the TK’ing for power weapons (seeing as they’ll die anyways).
Just want to start by giving props to OP - I signed in when I saw this.
Skulls and Betrayals now seem to be meant for each other. If a player sees fit to make his game harder by murdering his own team, surely he sees fit to raise the stakes. But accidents do happen.
How about this: Any time a teammate kills you, the game gives you the option of invoking a skull on the perp. They arrive in a set order. The first one is moderately crippling, just a warning but a stern one. With every following betrayal, from the same player to the same recipient, the skulls you choose to inflict become more crippling and/or humiliating.
The higher skull’s effects might even show on the player, branding him as a lowlife on par with Judas haha. I may have taken it too far, but putting betrayals and skulls together was a great idea.
the game should take note of how much damage the player does to his/ her team-mates, and if over a certain limit is reached in one game this should take effect. (the whole skulls thing)
Thanks for replying guys, my main goal was to deter the fools that go around spoiling games for others while not having such an extreme punishment if you we to accidentally betray your team mate. Something to keep the peace without majorly altering the games final out come.
On that note I figured that 4min of lets say no radar (Fog) would make the guilty suffer with regards to awareness but at the same time if it was genuinely an accident, they would accept that it was a fair deal for taking there life.
Maybe there is a compromise to how bad the betray was and intern dishing out the correct amount of punishment? If you have 3 skulls to choose from then you could decide if there should loose there radar or their HUD?
Ok revising my original idea would this be a fair punishment for betrayals…
Your Betrayed >>> “Would you like to forgive your team mate (B) or punish them?” (X) >>> Yes=X
Now your options could be…
A = Fog a minor reaction to an accident
X = Blind skull for sniper thief’s who now don’t have a cursor to aim with “lol the irony”
Y = ??? what would you like here?
B = Forgiveness you have changed your mind and wish not to carry out the punishment after all.
I also figure that having the two strike rule is best suited to Halo so that you still have that incentive to try hard not to but have a pass if you were to do wrong. I have to admit that I maybe betray someone once every 10-15 games and even then its by accident. 3 strike would lead to too many revenge attacks which was not my intentions here.
what if they just removed all of the friendly bullet-based damage in h4? this would include plasma rounds and needle rounds, too, obviously.
anything non-explosive would not deal damage to your allies, and would especially not knock them out of their zoom.
i think this would solve the problem 100%, without also imbalancing the game or having the change actually make more than an extremely miniscule interaction with how the game is actually played (when people arent being douchers).
I think the worst would be Iron, the guy won’t spawn for a minute, thus giving them a true punishment for their actions, you sir are the smartest person EVAR!!!
Any system 343 may put in place will not be smart enough to distinguish an accidental betrayal and a deliberate TK. The best way to handle it in my opinion is take away the ability form griefers and children to team kill. As long they have the option xbox live -Yoink- bags will kill a team mate.
With regards to friendly fire I can’t see it been removed and personally I feel friendly fire is what sets good shooter apart. It also insures better balance and tactics in game because you simple can’t throw grenades at you team mate while they are having a close quarters dual effectively stealing kills, you have to earn them in a way that isn’t going to screw the opponent over just because your team have a rocket launcher. If you get what I mean.
I do like the Iron Skull idea though because by giving them huge down time they won’t be in the mood to betray again and hopefully they will be eager to get back into the action after sitting out for a good amount of time. Hopefully a chance to cool off too. But I would not have them kill by guardian or unexpectedly, for this to happen I would much rather see it happen on there next death. That way if it was an accident or they were on a good spree you wouldn’t be creating any more hostile situations. “The naughty step rings a bell.”
And I kinda like your addition of the booting system JKBUK. Three strikes total to be booted but Two if you betray the same person. Sometime there are those double betrayal we wish we could forget and I guess now it would be 2 skull instead of one, lol.
I think it would be a case of getting the amount of time punish right in relation to the punishment you deal out. Iron = 1min sit out were as Fog = 3min of no radar?
Either way the guilty should alway receive some sort of punishment so that the feud can be settled quietly instead of the classic map hunting while other people are trying to pull together a win. Keeping people for resorting to rage mail or huge in game rants…