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TTT Karma Suggestion

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My TTT Karma suggestion is that Traitors should get boosted karma if they eliminate the Innocents and Detectives within a certain amount of time, for instance; say the time is one minute, and the Traitors elimate the entire opposing side. They will get a boosted amount of karma, but if they fail to eliminate the opposing side in under a minute, their karma will be regular. This is to discourage Traitors from waiting until late game to make their actions.

 

A friend passed this idea on to me, and i decided to put it on the forums. His steam link is: https://steamcommunity.com/id/armanmanarma

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I like the intentions behind it, but I feel that the ends don't fully justify the means in this case. Not only would this be a lot of work to solve a negligible issue, but it really limits how To are able to strategize their rounds. The most successful Ts are able to gauge their timing and strike when most effective. This implementation would encourage impulse deathmatching in the beginning of rounds for a little extra karma.

 

I understand that this seeks to address late rounds being delayed or dragging on too long, but in reality I feel that this just punishes Ts for not popping off in the beginning or being able to find innos in later round.

 

Something like radaring Ts or revealing roles in the last minute has already been suggested but it couldn't gain any traction, likely because it goes against the core mechanics of the game mode. I've always been an advocate against rounds dragging on for way too long, needlessly, but I think it's just something we're going to have to deal with for now unfortunately.

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My TTT Karma suggestion is that Traitors should get boosted karma if they eliminate the Innocents and Detectives within a certain amount of time, for instance; say the time is one minute, and the Traitors elimate the entire opposing side. They will get a boosted amount of karma, but if they fail to eliminate the opposing side in under a minute, their karma will be regular. This is to discourage Traitors from waiting until late game to make their actions.

 

This isn't the point of the game though. It's not a fast pace COD like shooter. Discouraging traitors from taking their time to maximize how effective they are is discouraging them from playing the game how it's meant to be. The innocents should be trying to seek them out, not just waiting for someone to shoot then light them up.

 

I understand that getting killed at the beginning of the round then waiting until time runs out can be boring and annoying, but that is always how the game has been. @Mad Dogg might have a different opinion on this than me, but that's where I stand on it.

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@Gator, that's how I see it, at least about the Ts, but my concern comes from innos actively hiding and avoiding Ts, even though they get nothing from it. I even see regs doing this and I'm not sure if there's a way to fix it.

 

Innos job is to hide from the traitor or kill them thru evidence. If they want to hide and avoid Ts let them, There is a reason why traitors have !menu, they can easily buy a radar and find them.

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Innos job is to hide from the traitor or kill them thru evidence. If they want to hide and avoid Ts let them, There is a reason why traitors have !menu, they can easily buy a radar and find them.

 

yeah we've seen how effective the radar is, especially when someone is standing still...

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