Comments (6)
Hello. This solution is not suitable IMHO. As this prevents any spawn killing. We just want to prevent excessive spawn killing.
from capturetheflag.
This is a pretty complex problem to solve, and needs a lot of thought/testing put into it.
I would prefer some sort of anti-sniper solution that relies on players taking action, or maybe having ammo be a limited resource you have to move around/to the middle of the map to get
from capturetheflag.
Alternatively simply reward less points if an enemy is killed on their own spawn.
from capturetheflag.
Why not just make the player invincibility last until their first input/coordinate change
from capturetheflag.
Related Issues (20)
- The smoke and poison nades should be allowed to be thrown near the flags if captured.
- Make `/donate` arguments orderless HOT 1
- Water flow on barrier removal not working on Plains of the Past HOT 4
- Idea: CTF DevTest Server HOT 6
- Update https://ctf.rubenwardy.com/ copyright HOT 1
- Closed issue #1191 is occurring for me. HOT 2
- Restructure the storage of rankings HOT 2
- Problem when creating and joining a singleplayer world HOT 7
- Idea: add the ability to select underbarrel grenade type in class mode HOT 1
- Idea: add the floating marker above the flag in class mode HOT 3
- Convert all MTG mods to submodules HOT 2
- Change player velocity depending on what's being held HOT 2
- Add an area in map definition to mutate the map in each match
- Don't kill players inside indestructible blocks if they have fly or noclip privs HOT 1
- Add secondary normal chests to the game as extra storage HOT 1
- Restructuring rankings saving mechanism for better efficieincy and accessibility HOT 2
- team chest item deletion bug
- Allow different "Initial Stuff" and "Treasures" for each mode on each map
- HOW to apply for moderator HOT 2
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from capturetheflag.