- Feb 26, 2023
- 373
- 105
- 111
What does this suggestion add:
A variable should be assigned to each player that marks the last time the player has attacked with a weapon (shooting a gun, swinging a knife). Every time the player attacks, this last attack time should be updated to the current time. Whenever a player tries to /holster a non-permanent weapon (guns, knives, or special melees), the server should check if at least 30 seconds has elapsed between the last attack time and the current time; if not, the player will fail to holster the item. This countdown is negotiable, but I propose 30 seconds as its a reasonable amount of time to leave a combat situation.
Has something similar been suggested before? If so, why is your suggestion different?:
No
Possible Positives of the suggestion:
Would save a lot of time and frustration spent in sit rooms versus what it would take in development resources.
A variable should be assigned to each player that marks the last time the player has attacked with a weapon (shooting a gun, swinging a knife). Every time the player attacks, this last attack time should be updated to the current time. Whenever a player tries to /holster a non-permanent weapon (guns, knives, or special melees), the server should check if at least 30 seconds has elapsed between the last attack time and the current time; if not, the player will fail to holster the item. This countdown is negotiable, but I propose 30 seconds as its a reasonable amount of time to leave a combat situation.
Has something similar been suggested before? If so, why is your suggestion different?:
No
Possible Positives of the suggestion:
- Risk-to-reward of weapons is better balanced (i.e. the choice to assassinate somebody with a freedom, with the risk of actually losing it)
- Cheap implementation (there are already dispenser cooldown variables per-item, per-person)
- Development time
Slight annoyances if you accidentally swing your knife while trying to show it off during a tradeWouldn't affect the trade-ability of the knife
Would save a lot of time and frustration spent in sit rooms versus what it would take in development resources.
Last edited: