Last Request should be cancelled if Last Guard is activated.
Implementing this can help reduce round length. Both Last Request and Last Guard add extra time to an already lengthy round timer. Players typically leave because they do not want to spectate. Reducing round length can help player retention on the server.
@Rohan made this great suggestion a while back in the Jailbreak server specialist discord channel when were were talking about the Reduce LR Time thread.
The difference is you are ending the round by killing everyone. There would rarely be LR anymore if this were added. There isn't a way to get this added without upsetting one group of people.
The difference is you are ending the round by killing everyone. There would rarely be LR anymore if this were added. There isn't a way to get this added without upsetting one group of people.
To touch on the suggestion maybe reduce it down to only 1 t instead of 2 ts for last guard and just reduce the timer down really low to 25 seconds or so
To touch on the suggestion maybe reduce it down to only 1 t instead of 2 ts for last guard and just reduce the timer down really low to 25 seconds or so
yea because at the end of the day you only need to beat one ct and they can just rebel
i understand lr for 6 cts taking 2 minutes but for 1, eh 30 seconds knife fight. Or gun toss takes 10 seconds. The 2 minutes somewhat encourages delay.
Whats ur opinion on my take of also reducing it to 1 t for last guard, I suppose.
To touch on the suggestion maybe reduce it down to only 1 t instead of 2 ts for last guard and just reduce the timer down really low to 25 seconds or so
most of the rounds on a map end up with last guard being activated, if you remove lr on last guard rounds you wont see lr very often, also cts will go out of sight more to try hog for last ct since they can kill everyone. but rounds would end up being shorter, there are pros and cons to this if it gets added
most of the rounds on a map end up with last guard being activated, if you remove lr on last guard rounds you wont see lr very often, also cts will go out of sight more to try hog for last ct since they can kill everyone.
Last Request is meant for the prisoners, not for the guards. It's a reward to the Ts that survive and outlive their teammates. Last Guard should serve as a punishment to the CTs for failing to keep the prisoners in check and the warden alive. I can't see how giving the last CT permission to kill to their hearts content is a consequence, if anything it seems like a reward (hence why many CTs hide and get last guard).
My personal opinion: Increase the last guard's health by about double, give all the alive Ts a pistol, and have them duke it out. It would be much more involved for both the CT and the Ts, and would probably be quicker overall. I imagine the prisoners would find this much more enjoyable compared to getting sprayed without having any weapons.
Last Request is meant for the prisoners, not for the guards. It's a reward to the Ts that survive and outlive their teammates. Last Guard should serve as a punishment to the CTs for failing to keep the prisoners in check and the warden alive. I can't see how giving the last CT permission to kill to their hearts content is a consequence, if anything it seems like a reward (hence why many CTs hide and get last guard).
My personal opinion: Increase the last guard's health by about double, give all the alive Ts a pistol, and have them duke it out. It would be much more involved for both the CT and the Ts, and would probably be quicker overall. I imagine the prisoners would find this much more enjoyable compared to getting sprayed without having any weapons.
I think most of us are in agreement that arming the T's during Last Guard will be a good change. It allows T's to defend themselves in situations where they are stuck inside a game or a room right before Last Guard is activated. (Which happens quite often) @Baefysuggested this earlier in this thread.
Reducing the overall round time was my goal with this suggestion and I believe arming the T's during Last Guard can help achieve this. (To answer sopheyy
's question)
most of the rounds on a map end up with last guard being activated, if you remove lr on last guard rounds you wont see lr very often, also cts will go out of sight more to try hog for last ct since they can kill everyone. but rounds would end up being shorter, there are pros and cons to this if it gets added
Thanks for providing good insight BobRoss
. Last Guard is activated many times during a map rotation and removing it out-right can for sure see a massive decrease in LR's which many T's strive to achieve.
For me waiting isn't really an issue I just watch a video on the side when I'm dead but waiting the +2mins last guard adds then the +2mins LR adds is really boring even for me.
I think instead of giving everyone a glock and increasing the hp for LG ... (balancing issues to no end) that LG time is decreased (maybe to 1:15ish) and LR time when activated from a Last guard is decreased severely
Nobodyneeds 2mins to LR 1 ct all you really need is 30 seconds for even the longest of possible LRS including you being across the map from each other and having to run to a shared point. The issue here could be the other T not being able to LR but in reality I think 30 people not waiting is better then 1 person getting to throw a gun... T's get the win anyways in LR (Also solution to this is could be adding another 20 seconds or so for the other T if the first T in LR dies)
TL: DR Decrease LR time if a last guard reaches LR and decrease Last Guard time from adding 2 minutes
Thanks for these suggestions @Polar Bear! Reducing the round timer once Last Guard is activated will help achieve my main goal of reducing round length.
If we were to drastically reduce the LR time after the Last Guard kills all but 2 T's, there would have to be further changes to LR, such as teleporting the CT to the T after being chosen to LR, since many times the T's are across the map or stuck in a game before they are able to reach the CT to LR him.
TL;DR ?
After some discussion, removing LR after Last Guard is activated might be too drastic of a change. Thoughts on arming the T's after Last Guard is activated and potentially reducing the Last Guard round timer?