ID | Category | Title | Creator | Status | Result |
---|---|---|---|---|---|
4 | balance | Change g_powerups_drop_ondeath default value from 0 to 1 which will make powerups drop on carrier's death and continue their timer. | Dr. Jaska | PASSED | 9:1(0 abstained, 8 didn't vote) |
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User | Decision | Comment |
---|---|---|
Freddy | YES | This encourages fighting instead of fleeing. On the other hand, it will probably make shield even more valueable than strength. |
Antibody | NONE | |
Arch | YES | |
bones_was_here | YES | more interesting tactics than having everyone hide until it runs out, but 2 is better than 1 |
Cloudwalk | NONE | |
divVerent | NONE | |
Dr. Jaska | YES | |
Halogene | NONE | |
illwieckz | NONE | |
LegendGuard | YES | why not? That's one of the classic features from the late 90s |
Morosophos | NONE | |
MrBougo | NONE | |
nitroxis | NONE | |
Silent | YES | Increases the skill ceiling by encouraging players to not die with powerups and potentially giving them to the enemy team, rather than going on a suicide run with little consequences for the carrier's death, and encourages players to fight the carrier for a powerup rather than hiding until the powerup's duration is over. |
SPLAT | YES | I believe quad drop on death is far more interesting than the latter. I played competitive tdm for years and many times quad is completely useless because people suicide for it and nullify it completely. Not a fun mechanic. Also, it encourages players more to seek out the quad carrier rather than run away and hide. Even if some may disagree, which is fine, this change is easily revert by any server admin of their choice. |
Spike29 | NO | I played a few pickup TDM games with this setting. It makes the game a bit too chaotic when Strength is up IMHO, with too many people (enemies or teammates) focusing on the Strength carrier. It could be fun on casual modes but maybe not on competitive games by default. |
terencehill | YES | |
z411 | YES | I've tested this feature in my server and everyone seems to prefer and enjoy themselves more with this feature on. As an aside, I would also would suggest 2 instead of 1, because if the timer keeps running, by the time a player faraway (particularly in big maps) get to the powerup, it might have just a few seconds left, making the incentive of getting the powerup a bit weaker. |