I would like to post a few suggestions for improvements to the betrayal logic for H5. Unlike some, I am very much a fan of friendly fire. I think it is an important part of the game. Personally, I would like to see FF in EVERY playlist, but I can understand if there are some where it would be turned off. However, I would like to see some improvements in how the game handles betrayals.
1. You cannot betray a teammate occupying the same vehicle.
I’ve been booted a couple of times for shooting a Banshee with a Wraith plasma ball and having the splash damage kill my Wraith and the gunner. That event should not count as a betrayal. There are many times where your vehicle is going to blow up anyway, so shooting something at close range that results in your vehicle blowing up should never be a betrayal. It should count as a kill for the other team instead.
2. If you kill / damage an enemy (or an enemy is in the immediate vicinity), that event should not count as a betrayal for the first occurrence in a match. Subsequent occurrences should add to the friendly fire total.
KoTH on Ragnarok . . . one of our guys is crouched in the hill. Multiple enemies running to the hill. Tank round blows up enemies . . . and also our guy. That should not be a betrayal.
3. Unoccupied vehicles cannot cause betrayals.
Eject from burning Banshee. Banshee falls and crushes teammate. Should not be a betrayal.
4. Melee attacks cause no damage to friendlies.
This is one aspect of FF that can be dispensed with. Friendly fire is there to make play a bit more “realistic”. There’s no added realism with the chance of trying to punch an enemy, but accidentally punching a teammate instead. Melee attacks on friendlies are virtually always intentional, and no gameplay aspect is lost by eliminating that ability. I would put swords here, too (but not hammers, as those have a damage radius).
5. Blowing up / damaging your own vehicles (say within 50m of initial spawn) - even if unoccupied - automatically exceeds the betrayal threshold if it occurs within the first 10 seconds of the match.
It takes some time for enemies to reach your base. Anyone plasma nading their own vehicles within that timespan is griefing. I have not seen an exception to this. The window needs to be small - 10 seconds is plenty - because there are definitely strategic reasons to blow up unoccupied vehicles later on. But right at the beginning of the game, there is no reason other than griefing.
6. EMPing an occupied, friendly vehicle automatically exceeds the betrayal threshold if the vehicle is either (a) full; (b) not boarded by the EMPing player before the EMP ends; or, (c) is destroyed or boarded by enemy players while EMP’d.
The only reason to EMP a friendly vehicle is to get in it as a gunner or passenger. If you’re not close enough to immediately board it, you’re griefing. This type of griefing occurs all of the time currently, as it is a free way to betray teammates.
7. The “Grif” suggestion: the first time a betrayal threshold is exceeded, boot is not an option.
Instead, the betraying player (if not forgiven) appears as orange to all friendly players and aim assist / magnetism is enabled (but not for him - he sees no status change himself). Teammates are able to freely shoot him without adding to their friendly damage. After he’s killed 3 times, his status resets. This acts as a disincentive to deliberately betray. Booting does not provide the same disincentive, as booting does not affect your K/D. If he subsequently exceeds the friendly damage threshold in the same match, the option to boot appears, as the disincentive has obviously been insufficient.
8. The betrayal threshold is calculated on an EVENT basis, not a total-damage basis.
See Adam1076’s post below. A rocket that kills 2 teammates should count the same as a rocket that kills one. Two separate rockets that kill teammates should count for more. So for each betrayal EVENT, the friendly that was dealt the greatest damage gets added to the betrayal threshold total.
General vehicle damage suggestions
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Make entering friendly vehicles (tanks, specifically) as gunner easier. If the vehicle is occupied, getting in as gunner should not cause the driver to have to stop and wait lest he inadvertently kill you (or make you want to EMP it to avoid that problem). I don’t attempt to get in as a Scorpion or Wraith gunner very often because doing so often ends in a suicide. If the vehicle is occupied, all you should have to do is run up to the side (just like you’d board it normally) and be given the option to be gunner. You should not have to climb atop it and lose most of your shields just to occupy the turret.
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Improve the splatter logic. If the relative velocity of the vehicle to player is too high, boarding should not be an option. I’ve been boarded in Banshees while boosting, and that should not be able to happen. On the other hand, if it is below a certain threshold, it should not cause damage (the Ghost-tap = betrayal should be eliminated).