Maybe add stats that keep track of how good a T is at rebelling.
Keep track of things such as :
- Kills by Knife
- General Kills
- Assists
- Headshots
- Grenade Kills
- Incendiary/Molotov Kills
- Kniving damage done to CTs
- Wardens killed
- Taser Kills
- Saviors (that green text when you save people, or the game thinks you did)
Restrictions:
- Not on Last T or Last CT
- 6 active players (2 CT/ 4 T) for stats to be recorded
Rewards:
Once per map, random round past first round
- A grenade on spawn
- A molotov on spawn
- A taser on spawn
- 10 HP on spawn
- OTHER?
- NO GUNS OR OBNOXIOUS AND UNFAIR PERKS
Plus a title for in server for that player for that category they're the top in for that week or month
Plus a sig for the forums for the category they're the top in for that week or month
I was going to try and prototype something in SM this last weekend but Valve broke my maps so I couldn't.
I believe, unfortunately, that most T players
need an incentive to rebel instead of just doing it because its
fun and part of the game mode. Rebelling on the LR outside of being hunted is not really rebelling if you have to have the CTs in a stack, line or locked room to kill them... You're just bad at rebelling at that point...
Most T players try to get LR now and not work together with their team to rebel and overtake the guards and the prison. Also lots of players
waste useful resources such as smoke, HE, incendiary grenades before communicating with the teammates.
CT Stats to keep track of:
- Rounds survived
- Bombs defused (if / when we have such maps again)
- Rebellers killed (mainly Ts that have been killing CTs, not rescaping/afk/etc.) They would not be able to see if a T is rebelling but the plugin could in the background
Lastly, I don?t believe new games would make jail fun again as most wardens are uncreative and tend to do the same thing every time they?re warden.
When warden, players should move the Ts around the map regardless if it could cause some to loose control or some Ts to runaway, just get your teammates in place or able to chase after escapees.
Most wardens also only like to do the closest game instead of games further away from the cell block because of the aforementioned issues. Wardens also try to kill off Ts way too fast instead of like letting them chill in pool/disco/park/etc. and then doing something.
I can tell this is because they want LRs to have like 4 to 7 minutes to do their thing but on a fuller day, that means
20+ people waiting to play for that time.
LRs shouldn?t take 4+ minutes and should be quick so a new round should begin.
Ts shouldn?t be killed instantly out of cells if they twitch or are 2 seconds late.
Don?t worry about AFKs until you move the Ts out of the cell block, after all
they?re not a threat to you if they?re not there or wake up a bit later. Let them have some fun / a chance to rebel with their teammates. After all, who likes waiting 5 minutes to play a new round, but
Ts should try to rebel or work together to rebel regardless if they have a certain chance of it succeeding. Its not fun if you know you?re gonna win all the time.
Lastly, freedays/wardays/hide and seek days/etc should really not be done as they can last too long or defeat the RP elements of Jail. If it occurs on the map due to triggering one or more multiple requirements and causing the map to enable it then I think that?s okay after all, the Ts may have accomplished something over the course of multiple rounds of winning to enable a scenario where the Ts have control of the prison and the CTs need to retake it.
Just my thoughts, hope it helps some?