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 Post subject: Delaying rebellers
PostPosted: Sun Jan 28, 2018 8:27 pm 
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I'm wondering if there's a way we can make a rule that rebelling T's have to be actively rebelling? Because there are times when there's like 1 or 2 T's left alive and they're both rebelling and hiding so that time runs out and that the T's win the game.


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 Post subject: Re: Delaying rebellers
PostPosted: Sun Jan 28, 2018 8:53 pm 
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If T's are rebelling, it is the CTs job to find them. This rule that you are in favor for would in a way be helpful in speeding up a round, but at the same time it would hinder some of the gameplay. Rebelling T's are being rebelling against the orders, so why should they have to speed it up. They can take as much time as they need to kill the CTs, and if the CTs can't find them and execute them (as is their job) then why should the T be punished?

There is fundamentally no way for a T to not be doing their role which would warrant a rule like this to be put into play. The only team that should be punished for not playing their role, and possibly delaying the round, would be the CT team.

Good suggestion though.
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Last edited by TheronRain on Mon Jan 29, 2018 11:29 am, edited 1 time in total.

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 Post subject: Re: Delaying rebellers
PostPosted: Sun Jan 28, 2018 9:12 pm 
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My issue is that, since there's now an autowin feature, T's can just camp in a vent and stay there until the rounds over. Especially in a vent that might force a CT to break the "no going in vents for longer than 10 seconds" rule


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 Post subject: Re: Delaying rebellers
PostPosted: Sun Jan 28, 2018 9:39 pm 
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Technically, there's already a rule for this;

47 You must make sure the round progresses. Admin Guidelines

If there are 1 to 2 T's left alive, possibly on a war day or rebelling on a regular day, that's preventing the round from progressing them an admin is allowed to either beacon / tell them to progress the round
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 Post subject: Re: Delaying rebellers
PostPosted: Sun Jan 28, 2018 9:50 pm 
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Needy wrote:
Technically, there's already a rule for this;

47 You must make sure the round progresses. Admin Guidelines

If there are 1 to 2 T's left alive, possibly on a war day or rebelling on a regular day, that's preventing the round from progressing them an admin is allowed to either beacon / tell them to progress the round


See, that's what I was hoping for. Because usually "progressing the round" applies to a CT, but the T was hiding in the cell vent on lego, right underneath the entrance, and the CT's were trying to find him while he just stayed there until time expired and the T's ended up auto-winning


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 Post subject: Re: Delaying rebellers
PostPosted: Mon Jan 29, 2018 4:22 am 
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progressing the round doesn't just apply to the ct's but t's as well and it's a admins job to make sure it happen ie: beaconing the map /then even slaying if the round is taking to long like the t's are hiding and cts aren't looking for them but they must be warning and given a dead line


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 Post subject: Re: Delaying rebellers
PostPosted: Mon Jan 29, 2018 8:15 am 
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Needy wrote:
Technically, there's already a rule for this;

47 You must make sure the round progresses. Admin Guidelines

If there are 1 to 2 T's left alive, possibly on a war day or rebelling on a regular day, that's preventing the round from progressing them an admin is allowed to either beacon / tell them to progress the round


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 Post subject: Re: Delaying rebellers
PostPosted: Mon Jan 29, 2018 11:14 am 
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SpazzO wrote:
Needy wrote:
Technically, there's already a rule for this;

47 You must make sure the round progresses. Admin Guidelines

If there are 1 to 2 T's left alive, possibly on a war day or rebelling on a regular day, that's preventing the round from progressing them an admin is allowed to either beacon / tell them to progress the round


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Wayy better than a gravity vote...


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 Post subject: Re: Delaying rebellers
PostPosted: Mon Jan 29, 2018 11:52 am 
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Rebelling can sometimes take patience, I'm all for progressing the round, but not at the cost of limiting how the T's rebel.

There is a tactical advantage to waiting for the CT's hunting you to come to you, rather and walk around and get sniped by a camping CT.
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 Post subject: Re: Delaying rebellers
PostPosted: Mon Jan 29, 2018 1:50 pm 
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i think it would be better to add a ct rule wich forces to hunt down rebeling t's.

like, i think we have all been in a round where 1 T rebels and NO CT goes after him or if the ct dies the others just leave it be. it then takes almost the entire round to get to last T and then they still have to find the rebeler that is already hidden as best as he can and when they finaly find him the round has 10sec left.

probably would be better to do a rule like this: "If there is a rebeler there must be atleast 1 CT hunting him, unless there is only 1 ct left"

just an idea but it would help quite a bit i believe
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