Hello.
There is one issue that comes to mind regarding the "3 second rule", where Prisoner's have 3 seconds to follow the given command. This is bad in my opinion and I will give one example illustrating the problem. When a new Guard claims warden and says "freeze", the Prisoners justify walking an extra 5 steps before freezing "because we have 3 seconds to react", and these extra 5 steps usually cause chaos such as: picking up a gun, knifing a Guard, or simply running away. You could argue that the Guards should be more spaced out (which is not always possible on small maps like jb_quake/jb_spy main cell), or should be smarter by covering exits. But you should recognise that Prisoner's are actively using this loophole in the rules.
I have a simple proposal to fix this rule, that still gives Prisoner's 3 seconds to react, but stops things like this.
The fix: Keep this rule
I think this is how the rules are intended to be, as you want the Prisoner's to have 3 seconds to react, but you don't want them running for the first 2.9 seconds and then freezing at the final millisecond...
Notice how adding this rule will not change the gameplay negatively. For example "freeze in my marker, go to the start of climb, come to the marker for ST" all are functionally the same.
I can see just one issue with this, which is again describing the scenario I said above: the warden says freeze, and Prisoner's walk one step before freezing. In my eyes that is okay and should be allowed, as they still need SOME time to react!
If you have read the whole post, then I thank you, and I look forward to hearing your thoughts
-johnny boy
There is one issue that comes to mind regarding the "3 second rule", where Prisoner's have 3 seconds to follow the given command. This is bad in my opinion and I will give one example illustrating the problem. When a new Guard claims warden and says "freeze", the Prisoners justify walking an extra 5 steps before freezing "because we have 3 seconds to react", and these extra 5 steps usually cause chaos such as: picking up a gun, knifing a Guard, or simply running away. You could argue that the Guards should be more spaced out (which is not always possible on small maps like jb_quake/jb_spy main cell), or should be smarter by covering exits. But you should recognise that Prisoner's are actively using this loophole in the rules.
I have a simple proposal to fix this rule, that still gives Prisoner's 3 seconds to react, but stops things like this.
The fix: Keep this rule
- (you are rebelling if) you do not follow orders given by the warden and guards within 3 seconds
- Warden's orders take immediate effect from where a Prisoner stands.
I think this is how the rules are intended to be, as you want the Prisoner's to have 3 seconds to react, but you don't want them running for the first 2.9 seconds and then freezing at the final millisecond...
Notice how adding this rule will not change the gameplay negatively. For example "freeze in my marker, go to the start of climb, come to the marker for ST" all are functionally the same.
I can see just one issue with this, which is again describing the scenario I said above: the warden says freeze, and Prisoner's walk one step before freezing. In my eyes that is okay and should be allowed, as they still need SOME time to react!
If you have read the whole post, then I thank you, and I look forward to hearing your thoughts
-johnny boy
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