We've had this
exact discussion a few times, and don't think it'll change anytime soon
(on the T's behalf that is)viewtopic.php?f=26&t=29026&hilit=beacons&start=0viewtopic.php?f=148&t=31544&hilit=warday&start=0Natsu wrote:
I feel the T's should be ACTIVELY going towards the warday area to progress the round. Otherwise what's the point of a warday? This completely and utterly defeats the purpose by a long mile because this gives the T's the option to just sit and wait till 3:30. Which then becomes a reverse warday almost because then the T's can be all in position for the CT's to come out and then kill them after the warday expands. This to me doesn't seem right at all... And not only to mention but it's literally every warday where the T's delay. It also causes the server to decrease in population due to getting bored from waiting so long for next round after they die. Wardays i feel should be setup where it expands at 3:30 which is a good time and also a good rule because this prevents crappy wardens to expand too early or too late, so that's not really a bad thing it's just how the T's are allowed to delay a special day like that to go wander off and wait till the CT's make a move. What you guys think? Im just throwing my opinion out there so please don't hate on this topic. :)
Let me just start by saying that CT's are given as much of an advantage as the terrorists are. How often do you see the CT side call war day in soccer & garage, and lose when in war day zone?
Generally speaking, the percentage of T's that
go into soccer / garage straightaway are immediately shutdown due to the CT's having the upper hand in terms of
"who has the better angle". Whereas, normally, the few times the T's have the edge over the CT's is when the CT either misses their first shot and/or when there are multiple T's peeking an angle
(other few possibilities as well i.e outnumbering, etc). Short said, CT's are given the advantage until war day expands which lessens their chance of surviving depending on whether the T's outnumber the CT's or not, and whether or not they go outside war zone. It's the
root cause as to why T's don't immediately head into war zone neither is there a rule that's suggests them to do so. This being the case, like you had previously mentioned, once the war day expands,
the T's are now given the advantage outside of war zone just like the CT's had
inside war zone as they're now able to play by
"who has the better angle".
Note war day's are
called by the CT's *important notice*. They are the ones who call the war day, they are the ones who have to continue & progress the war day.
THIS DOESN'T MEAN THE TERRORIST'S DON'T HAVE TO PROGRESS
THE ROUND ← p a y a t t e n t i o n t o t h i s
Jailbreak Rules wrote:
66 War days will expand at 3:30 every time. CT’s must leave warzone if CTs outnumber the terrorists. CTs can use secrets after expansion. Jail Break General
Don't really remember when this was added to the rule, but this it doesn't apply much to the OP post primarily because as much as this rule [protects]
(said loosely) the CT's from being outnumbered therefore shot & killed. Won't change the fact that these terrorists are well, still free to
hide stay outside war zone as needed be as there is no rule that suggests that the terrorists are to do so. Adding this bit,
"CT’s must leave warzone if CTs outnumber the terrorists" is simply counter-intuitive and contradicting; more the less, it just complicates whenever a war day takes place in
whole. What is expected of the counter-terrorists & terrorists
(and admins in that matter) once the terrorists outnumber counter terrorist? Do the
terrorists now have to advance the war day? Answer is simple as said, no, it doesn't insinuate that because these CT's are now
"protected" by this rule, the reigns of the how the war day advances gets handed to the T's. Whether the war day progresses or not is held to the counter terrorists. But now what? How does the war day progress without interfering between this two?
not rhetorical btw, stil curious if there a apt. way of working around this so yea, respond to meJailbreak Rules wrote:
47 You must make sure the round progresses. Admin Guidelines
Now this rule is VERY important, so pay attention to it. Regardless of whether it is bestowed upon an admin to make sure the round progresses, it is still hand-in-hand that both parties
(terrorists and counter-terrorists) are to progress the round which includes war day (days). Although we can more than likely find an alternative to balance these two, this is what should be referenced when speaking of
"how to progress a war day: 101". Initially,
both teams should be progressing
the round, but that doesn't mean the terrorists have to expand
(into) the war day. Two
very different subjects, keep in mind, yet the two play side-by-side.
BriBee wrote:
AJtheGreyBeard025 wrote:
Guards run the map, should be on the CTs to expand the warday at that point technically both sides aren’t progressing the round. I’m with cooper that the rule needs to take out that part and make CTs expand at least. Or by contrast force both sides to expand to be at a certain part of the map by a certain time.
Wardays are one of the only days CT's have to kill T's without any repercussions. Why should they be forced to expand when theirs only one of them left and 4 T's. The rule makes it so that its a fairer playing field.....
War days aren't there so CT's can go out of their way to
"kill T's without any repercussions". CT's call war day's without any other possible course of action determined by the terrorist side.
The terrorists don't have any option except kill or be killed. They shouldn't be the ones to expand or progress the war day for that matter.
The rule should be re-addressed / expressed differently in a Mootiny sort of way. But let's start by taking out
"CT’s must leave warzone if CTs outnumber the terrorists", and leaving the rule as
66 War days will expand at 3:30 every time. CTs can use secrets after expansion. Jail Break General until further notice. There's no need to have any
"CT's must expand war day / be out of war zone by 3:30" or remotely similar when we have
"47 You must make sure the round progresses. Admin Guidelines". Bear in mind, this rule doesn't only apply to admins.
It applies to the
whole server which includes both terrorists and counter-terrorists, id est, war days further tune.
high key idk what anyone else said because i didnt really read through the rest of the posts, so if anything counteracts, oh well, my post is also quite messy so if something don' sound right im blaming it on being sleep deprivedGoing to add this for future's sake:
Needy wrote:
To an extent, an admin is allowed to beacon either team evenhandedly. For instance, on a war day, if there are two CTs left alive still in war day zone even after the war day had expanded, meanwhile, there are 2 to 3 T's left alive sitting in either vent / secret initially delaying the round with still 3 minutes on the clock an admin should tell the player-base to progress the round as a war day should be fast paced and it's the admins job to make sure the round progresses. Also, this can include either team, terrorist or counter-terrorist, if they (either team) starts moving around. Great. No beacon. As the round is then progressing. After all, it should be the CT's job to pursue their role as they were the ones who had called the war day in the first place and should move forward with it.
Now if they continue to not progress the round (both players / teams are just sitting in corners) then it's appropriate for an admin to beacon both teams / players to advance the round. And just to add, an admin still has to make sure each round is fair for all players during which if there are possibly 5 CT's left with one T then of course an admin shouldn't be throwing any beacons on either team as it'd only be giving the CT team the advantage. Now as for a regular day, if there are no more non-rebelling T's left alive on which there is only one T left rebelling that's possibly camping secrets then as long as the CTs are pursing their role / searching for the last T then the round is still progressing. Not necessary for an admin to beacon anyone neither should it ever be as if the CT doesn't find the T in time it's their fault. Not the T's.
Most of this all depends on what is happening at that current moment. There isn't necessarily a right or wrong, per se. As for the beacons, they mainly fall into play on a war day.
Aside from a war day, it's initially the CT's responsibility to pursue the rebelling T rather than the terrorists.
Previous posts for reference purposes:
Needy wrote:
For sure, basically the rule enforces the CT's out when war day expands being that they're the ones who originally called the war day in the first place, they're the ones who are going to have to expand it, no sitting in war day zone when T's are hiding out because initially it's not their fault that the war day was called. So, they're allowed to play how they want & if they wanna hide the whole war day and be a puuuuuuusy so be it but if the CT's aren't going anywhere(?) That'd probably be when you an admin should slap them to get out of there & find whichever T's are hiding; thankfully the "CTs may use secrets after expansion" helps quite a bit now.
Needy wrote:
Whether the T's outnumber the CT's or vice versa one of the two sides will push, normally i.e. How i take as progressing is as long as one of the two sides is doing something that is making progress in terms of lowering the number of players left on the board then it's progressing, CT's shouldn't need to expand and/or leave war day zone when a whole ton of T's are right out front. Neither are they forced to advance through one exit / entrance, there is generally multiple exits so it won't be that they have a complete unfair advantage. But if neither teams happen to push, then of course, there are multiple scenarios that could go along with war day's as say the ratio of T's to CT's are higher, just about all the T's are hiding away from war day zone. War day already expanded, CT's should be the one's advancing. What about if the T's outnumber the CT's but the T's are camping right out front the entrance / exit of the war day zone, if CT('s) don't push after war day has expanded and both parties are sitting, waiting for each other. Would normally just say "someone progress the round". Doesn't have to mean that the CT's are strained to expand, but to be fair, simply saying that a team and/or player will do something. Players don't have that much patience to wait a whole 3 minutes for the round to just end. But really all it comes down to is what the current status is, and roll in w common sense of how the round should be played out, just keep it fair to the whole player base.
tl;dr it's under debate that T's are needed to expand the war day. The CT's called it, it's part of their role to progress the war day.