Not Planned [CS JB] Multiple LR Suggestions

Jacko

Jailbreak Connoisseur
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  1. There should be a set timer for prisoners to use the last request command (!Lr). If the T's fail to !Lr before the timer ends, they are presumed rebelling and can be killed by Guards. This timer would be separate from the additional time added to the round after LR is activated.

    - Wardens can order prisoners to LR by a minimum time but many Wardens don't enforce this. Having an automatic timer allows CT's to kill delaying T's without the need for a command.

  2. Teleport the CT's who are chosen to LR. Similar to the Hot Potato game the CT would be teleported to the T for any !Lr game aside from the rebel LR option.

    - LR rounds can sometimes drag out because T's choose to LR a CT that is stuck or far away from them in the map. The two then have to meet up which can waste a ton of time. MS MS suggested this a while back in the Jailbreak server specialist discord. Ideally, this would work better than the current CT teleport that Hot Potato uses to prevent exploit.

  3. Automatically open !Lr menu when Last Request is activated. T's would still be able to close the menu if they choose to.

    - New players that reach Last Request sometimes struggle to know that they have to type !Lr to play against a CT. Having the menu automatically pop-up can help these newer players.


Thanks for reading and please comment below with your thoughts and suggestions.
 
Upvote 4
+1

Suggestion #1 and especially suggestion #3 sound perfect, and should be implemented to stop people from delaying.

The only problem with suggestion #1 I can think of is since T's are only considered rebelling after not last requesting at a certain point, the round can still be delayed further on guard's pardon, or on T's delaying even further (hiding, running, etc). Of course, if the round is delayed any further than this point admins could take action.

Suggestion #2 would ultimately be too buggy to be implemented successfully in my opinion due to the large amount of killboxes on almost every JB map. It would also make it much easier for T's to cheese LRs, which at a point would just be annoying.

Suggestion #3 should already be something that happens, as there is nothing you really do outside of last requesting unless you're delaying or using the command for rebelling.
 
Suggestion #2 would ultimately be too buggy to be implemented successfully in my opinion due to the large amount of killboxes on almost every JB map. It would also make it much easier for T's to cheese LRs, which at a point would just be annoying.
Maybe if we make it similar to Race LR it would prevent cheesing like we see with Hot Potato.

 
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Jailbreak rounds are too long. These changes will fix that. Awesome ideas
 
+1,

Also Jacko Jacko What do you think about adding a beacon to the T that does !rebel (red 1 with sound, like what LG has), seen it a lot where CTs just end up running around looking for the last rebeller, wasting even more time. The last rebelling T already gets a negev and huge HP buff, so why not make it a bit more challenging with a beacon. This will do a couple things, a tradeoff of exposed location for extra HP + weapon, and the CTs will know exactly where they need to go to pursue (and would be required to do so). Will be fun on both sides I imagine, while not easy, and will basically force a swift exchange of fire and the round would end quicker should a T decide to !rebel instead of LR.

Edit:
Just went ahead and made this it's own suggestion post https://www.edgegamers.com/threads/381446/
 
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+1,

Also Jacko Jacko What do you think about adding a beacon to the T that does !rebel (red 1 with sound, like what LG has), seen it a lot where CTs just end up running around looking for the last rebeller, wasting even more time. The last rebelling T already gets a negev and huge HP buff, so why not make it a bit more challenging with a beacon. This will do a couple things, a tradeoff of exposed location for extra HP + weapon, and the CTs will know exactly where they need to go to pursue (and would be required to do so). Will be fun on both sides I imagine, while not easy, and will basically force a swift exchange of fire and the round would end quicker should a T decide to !rebel instead of LR.

Edit:
Just went ahead and made this it's own suggestion post https://www.edgegamers.com/threads/381446/
I think a beacon would be a good addition. Like you said sometimes the T and CT are running in circles looking for each other wasting even more time. Giving both the !rebel T and the guards a beacon can help prevent that.
 
I think a beacon would be a good addition. Like you said sometimes the T and CT are running in circles looking for each other wasting even more time. Giving both the !rebel T and the guards a beacon can help prevent that.
Also super exciting for the T knowing they have to take on a huge push upon doing so lol, and it would be easy enough to enforce delay against the CTs who don't wana push the T.

Another idea I would have would be to randomize the weapon they get for !rebel, so it's something new and unexpected every time.
 
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Maybe as an improvement to suggestion 1, the T’s have a specific amount of time between LRs or they are auto red/slayed?
Say 30-45 seconds between LR? Just so they can’t use it once and then delay the rest of the round.
 
We spoke about these suggestions with CS LE and the majority were on board with suggestion #2. Having the CT teleport to the T after being chosen to LR will really help with round delay.

Most weren't on board with suggestion #1. Some points were brought up where having the server give an automatic lr minimum can bring about unintended issues.

Suggestion #3 is still in discussions.

~Changed status to Under Review
 
+1 for the most part

it is hard to imagine #2 being implemented in a way that cannot be abused, so i would like to see the ideas for that

for #3 it should be added that red ts are not given the lr menu automatically to prevent issues with switching weapons
 
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We spoke about these suggestions with CS LE and the majority were on board with suggestion #2. Having the CT teleport to the T after being chosen to LR will really help with round delay.

Most weren't on board with suggestion #1. Some points were brought up where having the server give an automatic lr minimum can bring about unintended issues.

Suggestion #3 is still in discussions.

~Changed status to On Roadmap
For the TP, make sure that they're invincible for a short duration otherwise we might get accidental knifes on the CT's part. Next to that I'm scared a T might go to a part of the map without CT's and will tp and kill them 1 by 1 (which is allowed but a bit unfair because CT's can't find the T and kill them for cheating). But I'd say let's see how it goes :)
 
LR time has been modified. Marking as Not Planned.
 
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