CS JB - CT's should not be anywhere near an ST if they have Freeday ST

kuantum

🍔Arbiters? Intern🍔
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Jun 5, 2019
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The suggestion is in the title.

There really is no reason to follow an ST when he has a Freeday. They can have contra and secrets, the only thing is that they can't go into armory. Which, if they get into armory and leave, there's no real way to know whether if it was a secret or if they go into armory.

Another idea is that we should have editable ST designers with the command:

/st AIM

What do you want the ST to be?
1. Freeday
2. No Contra
3. No Secrets
4. No Contra/Secrets
5. Warden-Defined.
 
Upvote 0
I actually like the second portion of the ST, maybe giving them a different color such as red which means prohibited any secrets / contra, Green for everything allowed, etc.

CTs should be allowed to be near ST to prevent them from running into armory etc.
 
I disagree. I think its good to have a CT monitor the ST in case he decides to rebel.
 
I agree with the 2nd part. Give the ST different colors but keep the command simple (i.e put a GUI up on wardens screen)
 
So Pretty much you want the T to rebel freely if he wishes to do so as st?
Where did I say that?

If you see ST actively rebelling, then you should start blasting. However, more often than not, I just see CT's playing games with the ST. Which leads into a grey area: should CT's be playing games with ST's? Or mistakenly bloodhounding their rebelling T's?

I don't get why this idea is bad. On maps like arcade, I would argue that the map secrets are WAY more dangerous to CT's than the armory. If we're so worried about ST rebelling, then the warden should do a no contra/secret ST.

CT's really should be focused on the stack. One or two ST's aren't inherently dangerous. If a whole squad of CT's cannot kill those ST's, then there is something fundamentally wrong with your playstyle.
 
The suggestion is in the title.

There really is no reason to follow an ST when he has a Freeday. They can have contra and secrets, the only thing is that they can't go into armory. Which, if they get into armory and leave, there's no real way to know whether if it was a secret or if they go into armory.

Right there.

Also If you see a CT Playing T's Games when they are not supposed to then warn "CT's Please do NOT Play T-games unless in LR or Freeday. Thanks." if this is already warned then swap the CT.

As for the rest of your message, just the warden dying because of a UN-watched st can cause the entire round to go into chaos, now it can happen while the st is being watch as well but the chances of the ST to rebel while being watched are a lot lower.

Now this being said there shouldn't be 5 CT's watching one ST, 1 or 2 should be enough.
 
I mean honestly if the St has a secret gun it is usually over unless the T is chill, it doesn't really matter really what happens if the Ct follows them around or not but i don't see the problem with the Ct just following him around. Also calling all Cts bad because the warden and maybe one other dies because the ST rebelled and the whole round goes to shit isn't really a fair statement honestly, most of the time when someone rebels and kills the warden a lot of Cts die and the round has a small chance of coming back. -1
 
I LOVE the 2nd part, but I disagree with the first part for the same reasons as DDZ and Jacko. The second part would solve a lot of confusion, and I would love to see it added :D
 
After seeing other people's opinion on the subject we do not feel this would be a benefit to the server. Thanks for the suggestion~

~Closed
 

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