I swear I made a thread about this a while ago, but I couldn't find one or where I brought it up. Either way, I would like to bring up the idea of a revamped freeday (the plugin one) as a suggestion and get everyone's thoughts about it.
My issue with freedays are that they are very rarely played as they're intended to be. Usually when I see someone choose a freeday, it is usually for one of these reasons:
1. A way for warden to attempt to stop the rebelling momentum (several rounds of rebelling, warden just wants a break)
2. A way for an inexperienced/lazy warden to avoid wardening
3. A way to punish CTs (picking a dumb freeday like speed and opening cells)
Now, not all of these are necessarily bad, particularly the first one. At the same time, however, I think freedays, which are rarely selected in the first place, are almost never selected with the intention to allow players to explore the map and play the games they want. The reason behind this is mainly that usually freedays are ended by rebellers within the first minute of cells being open. Guards also don't have fun having to hide in a corner for the entire freeday because a bunch of T's are hunting them down.
I would love to see a revamped freeday that allows at least some time for players to explore the map without guards having to hide and worry about dying.
Here are the changes I would make to a freeday itself:
- Only one freeday can be chosen per map
- Cell doors automatically open when the freeday is selected
- All guards/prisoners have a grace period where they are invincible until 7:00. At 7:00, invincibility is turned off and guards/prisoners are able to be damaged.
- Ts are unable to pick up contraband during the grace period
Having the grace period and the automatic cell door opening allows for prisoners and guards to have the time to go around and explore the map. I felt like 7:00 was enough time to give players the opportunity to explore the map. If the prisoners really did not want a freeday, they could rebel at 7 and kill the guards, which would only waste around 3 minutes of the map.
In order to prevent players from picking a freeday every round they could and effectively killing off a lot of the map time, I put a limit of one freeday per map. It seems fair to have like one freeday a map and nothing more.
I also have revised the rules of freedays to accomodate a change like this
Original rules:
Revised rules:
If any part of this would be unreasonable to make happen or would require too much work, let me know. Feel free to respond with any questions about my idea and I'll try to answer them.
My issue with freedays are that they are very rarely played as they're intended to be. Usually when I see someone choose a freeday, it is usually for one of these reasons:
1. A way for warden to attempt to stop the rebelling momentum (several rounds of rebelling, warden just wants a break)
2. A way for an inexperienced/lazy warden to avoid wardening
3. A way to punish CTs (picking a dumb freeday like speed and opening cells)
Now, not all of these are necessarily bad, particularly the first one. At the same time, however, I think freedays, which are rarely selected in the first place, are almost never selected with the intention to allow players to explore the map and play the games they want. The reason behind this is mainly that usually freedays are ended by rebellers within the first minute of cells being open. Guards also don't have fun having to hide in a corner for the entire freeday because a bunch of T's are hunting them down.
I would love to see a revamped freeday that allows at least some time for players to explore the map without guards having to hide and worry about dying.
Here are the changes I would make to a freeday itself:
- Only one freeday can be chosen per map
- Cell doors automatically open when the freeday is selected
- All guards/prisoners have a grace period where they are invincible until 7:00. At 7:00, invincibility is turned off and guards/prisoners are able to be damaged.
- Ts are unable to pick up contraband during the grace period
Having the grace period and the automatic cell door opening allows for prisoners and guards to have the time to go around and explore the map. I felt like 7:00 was enough time to give players the opportunity to explore the map. If the prisoners really did not want a freeday, they could rebel at 7 and kill the guards, which would only waste around 3 minutes of the map.
In order to prevent players from picking a freeday every round they could and effectively killing off a lot of the map time, I put a limit of one freeday per map. It seems fair to have like one freeday a map and nothing more.
I also have revised the rules of freedays to accomodate a change like this
Original rules:
Quote:1. Ts are only KOS for: armory/vents/secret teleports, damaging CTs.
2. CTs are allowed to do any game on the map, as well as use teleports and secrets, so long as they are not breaking any rules regarding camping.
3. CTs cannot kill a prisoner for coming close to you on a freeday, unless actively trying to damage you.
4. CTs can not use buttons or triggers on the map to kill Ts.
Revised rules:
Quote:1. During selected freedays, CTs cannot call KOS's during the grace period (i.e. calling a T KOS because they're in armory).
2. During selected freedays, CTs are allowed to be anywhere (including vents, armory, etc.) during the grace period as long as they are out of restricted areas before the grace period ends.
3. Ts are only KOS for: armory/vents/secret teleports, damaging CTs.
4. CTs are allowed to do any game on the map, as well as use teleports and secrets, so long as they are not breaking any rules regarding camping.
5. CTs cannot kill a prisoner for coming close to you on a freeday, unless actively trying to damage you.
6. CTs can not use buttons or triggers on the map to kill Ts.
If any part of this would be unreasonable to make happen or would require too much work, let me know. Feel free to respond with any questions about my idea and I'll try to answer them.