Staff command to remove block limit.

Vatumok

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* This is not my idea but Myst's idea, I just post it on the forums.

The idea is that Operator or maybe just Veteran Operators get a command that when used removes the block limit for the humans for that round (not for zombies though because that can ruin the round) just to add some variation to the game that sometimes you can use unlimited blocks and sometimes you have a limit. Of course this shouldn't be overused but a limitless block round every 8-10 rounds is not bad.
 

ethical1337

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This is a good idea. Except 1 con people would make really long jumpcourses so it would be a disadvantage for zombies, how about limiting the blocks to 60-80?
Well the suggestion is more towards having the game play as it was before the block limit. We never had any seriously troublesome jump courses that weren't easily fixed by an operator. and since this command would be used by an operator then they shouldn't have a problem with fixing the course if need be.

I don't see this as a necessary addition but I certainly am not opposed to this. I think it would be interesting to see how it goes.
 

snowma

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I like it but it will be such a pain if people go for massive jump courses. It spoils the game. Its like why do we bother with maps when you can make a jump course to the moon.

No unlimited. Max 70ish. More than that and you will have jump courses everywhere.
 

ethical1337

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I like it but it will be such a pain if people go for massive jump courses. It spoils the game. Its like why do we bother with maps when you can make a jump course to the moon.

No unlimited. Max 70ish. More than that and you will have jump courses everywhere.
Sounds like our reasoning for no towers. However, did you all feel every map was ruined by jump courses before the update? I felt like it got out of hand occasionally but it wasn't a huge problem. Especially since this wouldn't be an every round thing. If you found people were abusing this then you just deactivate it for a while.

(I just like to see all points laid out. I am not taking a side at this point.)

I also don't believe before the update limiting blocks, that game-play was *hell* else we would have had no playerbase.
 

snowma

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Sounds like our reasoning for no towers. However, did you all feel every map was ruined by jump courses before the update? I felt like it got out of hand occasionally but it wasn't a huge problem. Especially since this wouldn't be an every round thing. If you found people were abusing this then you just deactivate it for a while.

(I just like to see all points laid out. I am not taking a side at this point.)

I also don't believe before the update limiting blocks, that game-play was *hell* else we would have had no playerbase.
Not "hell" but there were certainly bigger jump courses beforehand. Every map that had the slightest chance of a jump course was pounced upon. It isnt a huge problem. I just personally feel that having unlimited blocks back in any way is a bad idea.
 

mariosatr

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Not "hell" but there were certainly bigger jump courses beforehand. Every map that had the slightest chance of a jump course was pounced upon. It isnt a huge problem. I just personally feel that having unlimited blocks back in any way is a bad idea.
This is why it'd be an Op/VetOp command. Like ethical said, if it gets out of hand Ops could handle it, and it wouldn't be used on maps where it could get out of hand.

Also, if it DID get out of hand, couldn't you just turn it off again?
 

snowma

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This is why it'd be an Op/VetOp command. Like ethical said, if it gets out of hand Ops could handle it, and it wouldn't be used on maps where it could get out of hand.

Also, if it DID get out of hand, couldn't you just turn it off again?
It is just my two cents.

Most maps are capable of massive jump courses. Unless they are runner maps.
 

ethical1337

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It is true. One point I would like to point out though is. You say it ruins a map. I personally agree to a degree. However, the map wouldn't be ruined every round because it wouldn't be an all the time thing. So the next time the map comes up it will be back to normal. Then on another point. Sometimes jumpcourses get more creative when you have more blocks, like how airkid used to do them. I also like attempting a somewhat challenging jumpcourse that isn't only made of 2x1.

Also if the concern of having too many 2x1 our policy on a reasonable amount of them would still hold true.
 

mariosatr

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It is true. One point I would like to point out though is. You say it ruins a map. I personally agree to a degree. However, the map wouldn't be ruined every round because it wouldn't be an all the time thing. So the next time the map comes up it will be back to normal. Then on another point. Sometimes jumpcourses get more creative when you have more blocks, like how airkid used to do them. I also like attempting a somewhat challenging jumpcourse that isn't only made of 2x1.

Also if the concern of having too many 2x1 our policy on a reasonable amount of them would still hold true.
You, sir, are a ninja.

Anyway, I do try to make creative jumpcourses sometimes, using some of the jumps in basictraining and those darn hard "stair" jumps. However, they only work if the blocks are adminiumized, and zombies having blocks doesn't work well with it. I would certainly still give it a go, though.
 
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