The system would work on this wise.
-First ~2 TKs to a single player: standard action.
-Any further TKs to the same player would cause the killer to be killed and the other player to receive no damage.
-After (server set)# of TKs the Killer would be kicked like normal.
Thats it. Simple huh. How fun is it to shot at someone only to die? Plus, this in no wise decreases the realism/immersion factor to anyone not trying to be a douchebag. No warnings. No voting. No messages. Even if you accidentally kill the same player two times in one round then I think it would be a good wake up call it get fraged when you TK 'em the third time.
One could do this with a mutator under 30 lines. ScoreKill or TakeDamage seems to me would work fine.
Edit:
There are basically 3 types of tkers, and a reverse damage TK deterrent works great with all of them.
1) The accidental TK: A reverse damage TK deterrent will not negatively affect accidental tkers because the chances that someone will TK the same player 3-4 times before reaching the tk limit is so improbably high that it's ridiculous. Assuming a moderately full server (26 players), thats 26^3 or 26^4 (~17000-450000/1). No accidental TKer will even notice that a reverse damage TK deterrent is running.
2) The casual TK (lol TK):A casual TKer usually TKs someone on purpose but not in malice, and then gets back to the game. A TKer in this state of mind (jovial) will probably find it even more hillarious that he dies trying to TK his friend and just get back to the game.
3) The jackass TKer: Habitual/vengful/stalking TKing would be utterly squashed by this TK deterrent (assuming no hacking). No one is going to stay around to ruin people's day if he only dies everytime he tries to TK. Plus there is no annoying VK to mess with.
I really dont see a down side to it. It simply cant be said that it would detract from realism/immersion. Especially considering the alternatives.
-First ~2 TKs to a single player: standard action.
-Any further TKs to the same player would cause the killer to be killed and the other player to receive no damage.
-After (server set)# of TKs the Killer would be kicked like normal.
Thats it. Simple huh. How fun is it to shot at someone only to die? Plus, this in no wise decreases the realism/immersion factor to anyone not trying to be a douchebag. No warnings. No voting. No messages. Even if you accidentally kill the same player two times in one round then I think it would be a good wake up call it get fraged when you TK 'em the third time.
One could do this with a mutator under 30 lines. ScoreKill or TakeDamage seems to me would work fine.
Edit:
There are basically 3 types of tkers, and a reverse damage TK deterrent works great with all of them.
1) The accidental TK: A reverse damage TK deterrent will not negatively affect accidental tkers because the chances that someone will TK the same player 3-4 times before reaching the tk limit is so improbably high that it's ridiculous. Assuming a moderately full server (26 players), thats 26^3 or 26^4 (~17000-450000/1). No accidental TKer will even notice that a reverse damage TK deterrent is running.
2) The casual TK (lol TK):A casual TKer usually TKs someone on purpose but not in malice, and then gets back to the game. A TKer in this state of mind (jovial) will probably find it even more hillarious that he dies trying to TK his friend and just get back to the game.
3) The jackass TKer: Habitual/vengful/stalking TKing would be utterly squashed by this TK deterrent (assuming no hacking). No one is going to stay around to ruin people's day if he only dies everytime he tries to TK. Plus there is no annoying VK to mess with.
I really dont see a down side to it. It simply cant be said that it would detract from realism/immersion. Especially considering the alternatives.
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