True, true. I believe he meant it in a scaling way. It could be a weapon lock for 15 seconds in the first offense. The offense can be something measured in percent of damage?? idk but maybe if you did 50% of your damage in a 3 min interval as FF then you would get dinged and it would go exponentially based on how much damage you continued to do. Repeat offenders would get more severe punishments. I mean details can be created..Like i said i dont agree with FF but like someone else said as well...It's already in the game, it's better to have a constructive discussion about how to properly implement it.
Pondering the notion a bit more one thing struck me as an issue of FF. We will progress in this game, perhaps not through levels since thats vertical progression but some sort of a ranking system. These ranks will be earned with XP and have already been told executions will bring extra XP. So this brings about an issue in my eyes, with FF included ingame. If theres no reduction then each melee combatant will basically "tag" a group of enemies with his mere presence in their vicinity. With FF on the range player will need to stay his hand the moment the melee comes in rolling over everyone, and thus denying himself the kills and the XP for his progression. Meaning melee will in a way dominate the progression, as they will progress faster than ranged classes who fear the repercussions of the punishment mechanic and lose on progression. And this isnt a equal numbers game, if for example 6 Devs are pelting a blob for some time with hails of Heavy Bolter fire and 2 Assaults decide to jump in the Devs now need to stay their hand and lose on this XP cause the Assaults basically took the kills they tried to work for. This again would be avoided if the mechanic that calculates assists in killing looks upon a kill and an assist in a very close (if not equal) measure.
Actually it does take that into account. A forgiveness system is optional, but mistakes usually don't inflict very significant damage and thus usually would not incur severe penalties under a naturally scaling system. A griefer needs to commit a large number of TKs in a short period of time in order to be noticed (which, after all, is the point of griefing) and thus would incur heavier penalties. Keep in mind that the system is not just there to punish deliberate TKs, it's also there to motivate you to avoid accidental TKs. This does mean that accidents get punished too. You took the risk by taking the shot. Learn to shoot. Now, if you accidentally crash a transport with 12 people in it, yeah that's going to hurt and I very much doubt all 12 people are going to forgive you (a decent number might if they do realize it was an accident though). It's one of the hazards of the job, learn to fly.
Flamers can be used to clear a room and hold a chokepoint. In urban combat they're probably going to be the most annoying weapons you've ever layed eyes on. As for thunder hammers, with great power comes great responsibility. Swings will be dangerous. It's a x-hundred pound hammer covered in an overactive powerfield. S'gonna hurt anyone it hits but damn will it hit. There should be a system in place for precise strikes, such as a downward smash with the giant hammer of doom. OR we could listen to Gary Sharp's thing on Cleave which interests me: http://forum.eternalcrusade.com/threads/combat-physics.7135/
These are very good points. I also agree that the Kill and Assist ratio of xp will then have to skewed.
and what if it is not my mistake?for example a squad of wounded/battered assaults landing where my plasma cannon is going?
The issue is that while yeah the Devs might get a penalty for it, they should keep firing. Those idiot assault marines are the ones that decided to fly into heavy cross-fire and they'll pay for it with their lives. If they're indiscriminately charging into blobs that are just covered in friendly lead then they deserve death. Chances are that two of the devs will rack up one TK and be warned while the idiots die. Sounds like the system working to me.