Archived from groups: comp.sys.ibm.pc.games.action (
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"Johnny Bravo" <baawa_knight@yahoo.com> wrote in message
news:9hto11h5qq4v6mnkstfduc8jlvkrkbkk6h@4ax.com...
> On Wed, 23 Feb 2005 09:54:58 +0000, Andrew <spamtrap@localhost.>
> wrote:
>
> >3dgamers.com have a SP demo of SWAT 4. I just had a quick play with it
> >and it looks good and plays very well.
>
> Glad you enjoyed it, I hope it's gotten better since release. I
> spent a couple of hours playing it back when it first came out. The
> entire two hours were a constant banfest, seeing an average of one
> person every two minutes having to be kicked off the server for
> any/all of the following.
> 1) Using taser or pepper spray on friendlies.
> 2) Rampant tking, usually resulting in a free fire zone at the spawn
> as someone gets stupid, someone retaliates, someone else decides to
> shoot the "tker" and ends up shooting someone who was trying to get
> the drop on the real problem. Then when respawn happens 15 seconds
> later everyone does it again.
> 3) Shooting to wound team mates.
> 4) Shooting the protected VIP on purpose, immediately losing the
> scenario for your team.
>
> The whole VIP mission needs work as well, one team is supposed to
> "escort" a VIP to the roof where they can escape, winning the
> scenario. The opposing team must capture the VIP and hold him for two
> minutes, then they can kill the VIP to win. But what often happens is
> that the VIP can just ignore the entire escort part of the program and
> run right for the roof, using their pistol and two clips of ammo in an
> entirely offensive capacity with a very good chance of success. This
> works very well since if the enemy team kills the VIP trying to stop
> him, they lose and if they run around holding non lethal weapons all
> the time they get slaughtered by SWAT.
>
> Part of the problem is the fact that scores are reported at all.
> SWAT shouldn't be about how many bad guys you personally killed, it's
> about getting the job done with a minimum of casualties (innocent,
> SWAT and bad guy; in that order of course).
>
> If a game really wants to encourage teamwork, they need to get rid
> of personal kills and only show total team score; the only solo stats
> that should be shown are mistakes (shots and kills on your team or
> hostages). Anyone who wants to be Rambo and rack up a high kill score
> at the expense of the mission should go play Unreal Tournament. But
> they will never do this because the 14 year old twitch gamer is their
> target audience.
>
Maybe online FPS games need to do the following:
1. If a player TK, cause him to die and put him/her in limbo for a 2 mins.
If the player TK the 2nd time, put in limbo for 4mins. Keep doubling the
time. And maybe after so many TK in a given amount of time, punt him.
2. If a player harms another team mate, cause that player to loss 2x that
amount of damage done. Also, cause his weapon to not fire for 10 secs.
3. If a player continues to do 1 and 2 above, slow their movement and fire
rate down. After a few mins with no TK or harm caused, start to restore
their movement and fire rate.