Originally Posted by MasterMind420
I've actually thought of coding an anti-rush plugin that basically only allows the survivors to get a certain distance from each other, configurable. If they do go beyond that limit send a message to the offender then set a timer, detecting the furthest player ahead and not behind. If they get back within distance cancel the timer. The timer would be designed to trigger something on the offending player, until other survivors catch up within the distance limit. Also add cvar options for other things like optional freeze, bile, blind, mob spawn, etc...making it highly configurable to the tastes of the people using it. If someone else gets to it before me great...lol...i've never really liked how the existing anti-rush plugins always lock the saferoom as a solution. It should be more dynamic to the offending players and not the whole team...possibly even set it up so after so many offenses by the player they either get killed, kicked, or banned...In my opinion this method would be highly effective...
Agree with all you said here this would be the ideal rusher fix if it could be made so the team in general sticks together. My only concern would be a scenario where the team is over halfway through the map gets attacked and is been crushed and nearly all the players are incapped. One player with some health remaining makes the decision it's better option to try run and make it to the saferoom than to try save the team and most probably go down too and fail the mission.So he runs off only to find so far ahead the anti rush plugin punishing him and forcing him back to his dying buddies and himself finally overwhelmed by the onslaught.
So any potential plugin would need to know situations like this where somehow its ok to rush and the antirush would not trigger at all. Idk how complicated that would be or if its even possible at all?
Anything like this that worked well i imagine would be most welcome by not only myself but a lot of people who get frustrated with rushers.
I too am no fan of end saferoom door locks or spawn mobs etc because by then regardless of rushers being punished it's all too late the damage to the rest of the team has already been done.
Also giving end saferoom door keys randomly to one player concerns me if the player recieving the key is a troll and refuses to open the door. Not good.
Ideally rushers would be stopped the moment they start rushing. Once they realize they can't just run off and are forced to stick with the main team then we might just have ourselves the almost perfect anti rush plugin.
Other things to mention: Dont punish with vomit in the face. Some players use that thing that stops vomit affecting their view, so this would be no deterrant at all.
Forcing them back to the main team would be my preference but as i already mentioned i'm concerned about how that might be bad for the whole team in certain situations.
Anyway some good ideas Mastermind420 i like them.
I just wish someone could make this.