Welcome to The Forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads

Jailbreak Suggestion Thread


Guest Batters
 Share

Recommended Posts

  • Replies 179
  • Created
  • Last Reply

Top Posters In This Topic

I just haven't heard of anyone willing and able to.

 

for anybody asking about a new map.

 

Is there anyway drugs could not collide with CT's or players in general? nothing more annoying than chasing a rabler through vents and getting stuck on a drug that just wont move out of your way properly.

 

just move them out of the way, you're able to flip them out of your way with the use button. should take approximately 1.5 seconds.

Link to comment
Share on other sites

Bonbon I'd be willing and able to help make/edit a new map. Just sayin :s.

 

JJK would be the guy to talk to about it.

 

Change red !pd back to 15 seconds

 

^ This. I am NOT going to make Ts even MORE OVERPOWERED. If anything, I will continue to give CTs more advantages. Compare JB now, to JB before drugs, and you'll see a HUGE difference between the win/loss ratio.

 

It's no fun playing CT any more; the Ts ALWAYS win.

Link to comment
Share on other sites

Bonbon, heres an idea, i think someone mentioned some pd's for the guards, here are some suggestions for what could go in:

 

  • 50 extra health (like lead)
    • or of course, 50 less health, but most will just go to infirm if this was the case

    [*]Respawn (like the gang perk)

    [*]One shot one kill (dont know if thats possible but would be cool if it was:3)

    [*]chance of a superslay (just for fun, kind of a good and bad pd!:P)

    [*]Prision Rep (obviously:P)

    • Perhaps you could have like a message: "For being found gambling with the Terrorists, you have been deducted 10 rep" or the opposite, "For evading your bosses eyes, the Prisoners respect you more! +5 rep!" would add a cool little thing to it i think :3

    [*]Admin room

Just some cool ideas i thought of:) and makes it more fun for CT's:)

Link to comment
Share on other sites

I've thought of a "PD" for the CTs before too, but the only problem I came up is: What would be a "bad win"

 

we can't teleport them to electric chair really, that just makes it easier for Ts to win. Can't strip them of their guns (they'll just get more) can't take away HP (they have infirm)

Link to comment
Share on other sites

^ This. I am NOT going to make Ts even MORE OVERPOWERED. If anything, I will continue to give CTs more advantages. Compare JB now, to JB before drugs, and you'll see a HUGE difference between the win/loss ratio.

I disagree, cts were always underpowered and always only one maybe 15 out of 100 rounds.

Link to comment
Share on other sites

I've thought of a "PD" for the CTs before too, but the only problem I came up is: What would be a "bad win"

 

we can't teleport them to electric chair really, that just makes it easier for Ts to win. Can't strip them of their guns (they'll just get more) can't take away HP (they have infirm)

 

 

perhaps, freeze them? means they cant move so easier for T's to win,

 

can we also make it that with the executioner perk, the 1st kill counts as a kill, and then they are sent to electric chair? kinda makes it not so good otherwise!:P

Edited by Guest
Link to comment
Share on other sites

Well, the problem is I don't want to hinder CTs ability to win any more :P

 

So if we were to add a !pd for CTs, there'd need to be some other punishments other than losing rep.

 

And cookie, do you remember gun checks? I haven't seen one since gangs got put on. Think of it this way. aQ's perk is "3 bullet scout". they're level 17. That means that there's a 17 percent chance each player will get a scout on round start that's in aQ. If you figure there's at least 3-5 aQ members on at any given time. doing the math:

 

the chance of AT LEAST 1 scout being given on round start:

  • 3 aQ - 42%
  • 4 aQ - 52%
  • 5 aQ - 60%

 

And that's just one gang...

 

formula: 1 - (1 - (level / 100)) ^ members_online

 

Maybe what I really need to do is decrease the percentages for these perks...

 

But I'm all for a CT PD if we can think of some creative punishments, that don't hinder game play.

 

And for executioner, you mean count as a kill? as in, increase your kill count or what?

Link to comment
Share on other sites

Well, the problem is I don't want to hinder CTs ability to win any more :P

 

So if we were to add a !pd for CTs, there'd need to be some other punishments other than losing rep.

 

..........................

 

Maybe what I really need to do is decrease the percentages for these perks...

 

But I'm all for a CT PD if we can think of some creative punishments, that don't hinder game play.

 

And for executioner, you mean count as a kill? as in, increase your kill count or what?

 

 

Perhaps create a competition to get some ideas for negative pd's for CT's! :3 give some points for any idea that gets used? :3

 

decreasing the percentage is a good idea imho, you could say below level 10 it increases by 1% but above that it increases by 0.5%? would make it less common, and by my working, give any AQ a 13.5% chance of getting it, still quite high, but still less than 17% :P

 

with the executioner, yeah i think it should, otherwise theres not much bonus in it, you knife someone and "kill" them only for them to be sent to electric chair where someone else presses the button or blows their brains out. there is no advantage for having it as the perk!:/

Edited by Guest
Link to comment
Share on other sites

Well, the problem is I don't want to hinder CTs ability to win any more :P

 

So if we were to add a !pd for CTs, there'd need to be some other punishments other than losing rep.

 

And cookie, do you remember gun checks? I haven't seen one since gangs got put on. Think of it this way. aQ's perk is "3 bullet scout". they're level 17. That means that there's a 17 percent chance each player will get a scout on round start that's in aQ. If you figure there's at least 3-5 aQ members on at any given time. doing the math:

 

the chance of AT LEAST 1 scout being given on round start:

  • 3 aQ - 42%
  • 4 aQ - 52%
  • 5 aQ - 60%

 

And that's just one gang...

 

formula: 1 - (1 - (level / 100)) ^ members_online

 

Maybe what I really need to do is decrease the percentages for these perks...

 

But I'm all for a CT PD if we can think of some creative punishments, that don't hinder game play.

 

And for executioner, you mean count as a kill? as in, increase your kill count or what?

First, I would say there is some confusion on gun checks as many aq members say 'THIS IS AN AQ SCOUT CANT MAKE ME DROP IT', but i still do gunchecks O_O.

Also, for the ct punishments; how about beaconing a ct, itll show the ts where hes at with out him really having anything hindered (other than surprise). On second thought this might get annoying with the beeping, maybe just a beacon without sound (dont know the name for it). Another good punishment, he gets his gravity higher, again he wont have that much of a disadvantage where the cts auto lose but enough to make them go DAMN IT.

I can come up with more if you would like, I thought of these in like 2 minutes.

Edited by Cookie
Link to comment
Share on other sites

Creative, exactly what I was looking for. I might get to writing it after a few updates we're doing.

 

Edit: I missed batter's post, but with the executioner, all RIGHT CLICK KNIFES have a 50% chance of teleporting the CT to electric chair, regardless of the CTs health.

Link to comment
Share on other sites

Creative, exactly what I was looking for. I might get to writing it after a few updates we're doing.

 

Edit: I missed batter's post, but with the executioner, all RIGHT CLICK KNIFES have a 50% chance of teleporting the CT to electric chair, regardless of the CTs health.

 

is there anyway to program it so that if the T knifes the CT in the back, then the T gets a +1 to his kills and the CT gets sent to electric chair?

Link to comment
Share on other sites

If you knife them in the back, you've done enough damage to them and they'll get sent to the electric chair anyways (well, unless they're lead)

 

i think your misunderstanding what im meaning:P im a kdr whore, i always wanna get my kdr up, so if i knife a CT in the back (for 145 damage) but they get sent to electric chair it doesnt count as my kill, is there anyway you could make it so it does?

Link to comment
Share on other sites

i think your misunderstanding what im meaning:P im a kdr whore, i always wanna get my kdr up, so if i knife a CT in the back (for 145 damage) but they get sent to electric chair it doesnt count as my kill, is there anyway you could make it so it does?

What stops you from getting that "kill" and then running to electric chair, and getting that kill too. inb4 batters has 60 kills in one round.

Link to comment
Share on other sites

What stops you from getting that "kill" and then running to electric chair, and getting that kill too. inb4 batters has 60 kills in one round.

 

i dont see why not? Its a gang perk, its meant to be beneficial, even if the frequency of it was reduced as previously stated!:)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share