Sar97
Member
- Joined
- Jan 25, 2019
- Messages
- 26
- Reaction score
- 9
- Server
- Aurora
- Main Pilotname
- sarzalius
- Rank
- 99
Punishment for AFKing in conquest should be dynamic, not static as it is with the current system. For players who are constantly AFKing the CQ ban they receive should scale e.g. If a player has been AFK for several CQs within a specific time period, the ban should be increased to 9-10-14 days depending on the number of times they’ve done it. Preferably, this timeframe should not be disclosed to the community to prevent people from abusing the new system by simply waiting to prevent the scaling of their bans.
The idea of this is to act as a deterrent against people who are constantly AFKing in CQ, either because they have a grudge against someone in their team, they just want to mess with the server in general so they log in secondary accounts, enlist them and then log them out, or they simply surrender after losing a team fight.
Ideally, if a player starts stacking several CQ bans, more drastic measures should be used, like actually banning their account. Could be 1 day once they reach a certain threshold, but if they keep on doing it, the penalties would start scaling and that could eventually lead to a permaban.
Additionally, the parameters used to determine whether or not a player was active should be reworked. The current system allows people to spend 90%+ of the CQ in a corner of the map, randomly using skills and then, once the CQ is about to end, they go and fight with some rando of the other team and the game recognizes them as being active, rewarding them with cryo and sometimes gravs if their team manages to win with a numerical disadvantage.
In an ideal world, the game would have to take into consideration variables such as damage dealt, damage received, healing and total ores collected during the CQ to determine if a player was active or not. For obvious reasons, a player would not have to comply with all the requirements since not all ships have support healing capabilities and some players spend the entirety of the CQ collecting ores.
The idea of this is to act as a deterrent against people who are constantly AFKing in CQ, either because they have a grudge against someone in their team, they just want to mess with the server in general so they log in secondary accounts, enlist them and then log them out, or they simply surrender after losing a team fight.
Ideally, if a player starts stacking several CQ bans, more drastic measures should be used, like actually banning their account. Could be 1 day once they reach a certain threshold, but if they keep on doing it, the penalties would start scaling and that could eventually lead to a permaban.
Additionally, the parameters used to determine whether or not a player was active should be reworked. The current system allows people to spend 90%+ of the CQ in a corner of the map, randomly using skills and then, once the CQ is about to end, they go and fight with some rando of the other team and the game recognizes them as being active, rewarding them with cryo and sometimes gravs if their team manages to win with a numerical disadvantage.
In an ideal world, the game would have to take into consideration variables such as damage dealt, damage received, healing and total ores collected during the CQ to determine if a player was active or not. For obvious reasons, a player would not have to comply with all the requirements since not all ships have support healing capabilities and some players spend the entirety of the CQ collecting ores.