James Argent, on 09 October 2017 - 07:56 AM, said:
A. They can't simply switch to one of the hundreds of accounts they currently already have and continue a TKing rampage without an effort significant enough to make it not worth their time to prepare all their accounts to drop.
B. Whatever you implement to deter the TKers isn't onerous enough to keep a legitimate new player account or a single alt account for an existing player from getting to the field in a reasonable amount of time.
There have only been two suggestions that meet this criteria.
The first is to have no Team Damage during Cadet Bonus matches. This would force the TKers to play 25 matches each time they switched accounts before they can resume TKing. The potential downside to this is that they could just DC at the beginning of those 25 matches. However, that's 25 matches where the team is only down one mech, which would have otherwise been down two or more because of the TKer (who wouldn't have helped the team anyway) and his TK target(s). Not really a positive, but at least a mitigating factor.
The second is my own, to require each account with zero drops on it to attain a passing score on at least the first level of every tutorial in the MechWarrior Academy before being allowed to drop into a match. Other games require tutorial completion before opening up the rest of the game...why not this one? True new players should be required to do this anyway instead of being an instant burden to their teams until they figure out under fire how to do...well, anything, and it would be no big deal for an existing player to do it once for a single legit alt account.
I see no reason why these two suggestions couldn't be combined. The goal is to make it painful to make it painful to others, without making it painful to play legitimately. We can't eliminate TKers completely, but we can make it so that throwaway accounts don't make it so easy to spam TKs.
Your recapped first solution has another fatal flaw/exploit that no one caught onto. What if collectively a team decided to trigger the penalty together in order to proceed through the next few games without team damage? Wouldn't that be a deliberate exploit to gain an advantage over the enemy? For that reason this solution is not a complete answer despite the popular vote observed on this topic.
SFC174, on 09 October 2017 - 08:30 PM, said:
I believe friendly fire should be maintained, if for no other reason than to prevent risk free danger close arty and air strikes (which happen too often anyways).
But to TK someone at the start of a match typically requires at least 50 pts dmg (unless you're picking on lights). So its quite simple:
1. If you do over 50 pts team dmg, any additional team dmg is now reflected back on you. After the first double tap on your dakka Kodiak (which seems to be the preferred TK mech from what I'm reading) all you're doing is killing yourself.
2. If you do manage do to the 50+ pts dmg and then stop killing yourself, you also turn a different color and you're fair game for your teammates.
This won't stop you from changing colors and hurting yourself if you misplace a strike on a couple friendlies, but better that you suffer than they do. The team suffers regardless.
It's a simple solution, preserves friendly fire risk, and takes away the fun for the TKers. Of the 4-5 TKs I've committed in my MWO career most took less than 20 pts dmg on an already badly damaged friendly (did one with 1 pt dmg once). So it won't affect that vast majority of accidental TKs. The only difficult part is can PGI code it?
I really like this idea a lot. However, the previously mentioned flaw is devastating: All one needs to do is stand in front of someone and make them the "bad guy". In order for this idea to "work" better, Two things must change.
1) You can not have the mech guilty of 50+ team dmg reflect onto itself indefinitely for that game without the possibility to do enemy damage. Imagine that, someone standing in front of each team mate one by one locking their potential for doing enemy damage. That could shut down the team and game without the griefer even shooting their weapons.
We can counter this by allowing damage, after the threshold, to persist to the teammate/enemy AND then reflect that same damage back to the player. This will preserve the team damage feature, self kill Tkillers, and allow any new/noob player hitting teammates to sit back and think about aiming better without major repercussions.
2) Any team damage after the set threshold would have to scale according to the two mechs involved. This would be a necessary feature change for the following examples:
In the case that the TKiller is attaching bigger mechs, there would be no problem. The TKiller would simply be killed off before killing a team member simply because the damage needed would exceed the smaller mechs health.
However, for the reverse, bigger mechs picking on smaller mechs could get away with a lot before being stopped. This could be fixed by making reflexive dmg not weapon power based but rather health% taken. So if the big mech hits for 25% team dmg then the offender takes 25% health damage as well. This way a TKiller could only get away with a total of killing exactly 1 mech on their team (after the threshold dmg of course) weather that is one literal kill or an accumulation of health equal to one kill.
So far this suggestion doesn't prevent or really punish TKillers but I believe it can minimized the damage potential done in game. There would then need to be some procedure that if your racked up say 50-75% reflexive dmg (some threshold) then it sends you back to the academy for more training. And so on as others have suggested...
At this point I can't see any flaws with this, can anyone else?
Edited by Zarthalius, 20 November 2017 - 03:04 PM.