Hi, expert griefer here, 10 years of experience, here to talk about the cons of removing friendly fire for both structures and teammates.
HUGE problems with removing FF damage for structures:
- When the enemies rush with a dozen Tyrants all at once, a single player can defend the entire base by dropping grenades in their own base. This will not hurt the base (since friendly fire for structures would be turned off) and will output thousands of damage over a matter of seconds.
- Alien structures which block teammates would not be killable. A griefer (or just any retarded builder) could now build barricades or other buildables in strategical locations to block access to parts of the map. For example, putting the Hovel in a bad spot would prevent any Tyrants from getting to hall on ATCS.
- Feeder eggs would be invincible. A granger could run to human base, plop an egg in front of the turrets, and leave it there, and no alien could deal with it.
- Human builders could place armouries all around a telenode, blocking in stage 1 humans. Alien builders could do the same kind of thing in a number of ways on almost every map (barricade or OM in front of door of window room on Niveus, etc.).
- Defending human base with the highest DPS weapons would suddenly become viable. Flamer does 100 DPS, Prifle does 90 DPS, and Lcannon does up to 265 damage in a single shot. (Psaw does 200 DPS, but that’s beside the point.) These three weapons do a ridiculous amount of damage, and allowing them to freely defend base without any repercussions would make camping and defending against rushes WAY stronger. The game is fairly balanced, and most people complain about camping, so making camping BETTER sounds like a bad idea.
Problems with removing player FF damage:
- Luci and Prifle spam from camping humans into hall on ATCS becomes a GOOD idea, not a terrible one.
- Just in general, this lowers the skill ceiling of the game: good players are way less likely to hit teammates with Luci (unless the teammates are really bad and just run in the way) while bad players are frequently found dealing large amounts of damage to teammates, maybe even more than to enemies. This also lowers the skill ceiling of Prifle, which requires accurate prediction and pre-firing along alien movement paths; not needing to worry about hurting teammates would make the weapon way stronger.
- Teammates could “luci-jump” off of each other’s grenades and luci shots without taking damage.
Problems with “threshold” FF damage (i.e. can’t lower a teammate to below 15 HP):
- Intentional bleeding becomes way more conspicuous because they will never accidentally teamkill someone they just want to bleed.
- You can bait aliens onto a teammate’s grenade, survive the explosion, and make a bunch of aliens die.
- Bleeding a rant down to 15 HP is a lot worse than bleeding a basi down to 15 HP.
Problems with “percentage blocked” FF damage (i.e. only take 50% damage from friendly fire):
- Human armor would affect this amount, and so nude humans would still die in one hit to Luci/nades.
- Not a lot else. I like this idea the most. CS:GO has this:
To explain, those default values are for the casual game mode, which has no friendly fire (except by your own grenades). Competitive has them somewhere above 0.5 but below 0.85 I think (so FF deals 50% to 85% of what it would deal to an enemy). Even in the pro scene, you don’t do 100% damage to teammates. You can ignore the first command since bullets in Tremulous never go through enemies or teammates or walls, and the bottom command is primarily (or maybe exclusively) for controlling damage to teammates with the knife (also not relevant in Tremulous).
Problems with “backfire” FF damage (i.e. taking some amount of damage when you hurt a teammate):
- Doing even a tiny amount of damage to teammates would put a helmeted human low enough to die in two hits to goon. (Currently, taking even a tiny amount of damage does this, since two goon chomps is 96 damage to a helmet.)
- Grenades would be detrimental to buy, since a griefer/troll/anyone who hates you could just go stand on your grenade and make you die. The same thing could happen with Luci.
- A teammate walking in front of your Adv. Goon barb suddenly cuts your health by a massive amount (at 50%, you take 55 damage in return; at 120%, you take 132 damage in return, more than half of the Adv. Goon’s health).
- TKing a Basi already makes you lose an evo; you shouldn’t also lose 40-100 health for doing it.
Problems with !neuter command or vote:
- Vote used against people who are hogging evos or camping in base with chainsuit or whatever and not canceled by an admin. (See Woodbury’s example here.)
- Half of the player base doesn’t even know how (or just doesn’t care enough) to vote on team votes.
- Abusable by players who want to luci and make enough money to not care about losing some; they could use it to never worry about TKing again.
Problems with ANY “automatic” solution:
- As long as griefers and trolls can figure out the details of the system, they can easily abuse it to its maximum limits (if 250 damage in 30 seconds triggers it, they make a teammate do that much damage in that length of time, or they do only 240 damage then wait 30 seconds).
- It will always be possible for it to hit “innocent” players (bad players who bleed a bit too much, good players with bad teammates who get unlucky with Luci, etc.).
- There aren’t enough griefers and trolls who are intentionally bleeding to warrant adding a system to prevent intentional bleeding which also causes problems for people who unintentionally bleed.
So, I know that’s a lot to read, but all-in-all, what it boils down to is there are inherent problems with almost every plan, but the best course of action is probably just making friendly fire only do 50%-80% damage (and it can be modified as necessary). I know I would LOVE if Rants only did 50 damage to my poor little Basilisk, and Luci shouldn’t (I think) kill light armour humans with halved damage. (I’m not 100% sure how much damage armor protects from since I try to avoid hitting anything that isn’t the enemy’s head). I definitely disagree with removing buildable friendly fire, for the many vital reasons I listed in my first list of cons in this post.
It is possible that removing friendly fire from certain weapons would end up alright (rifle, shotgun, MD, and painsaw to name a few), but I feel like that is way more in depth than necessary for such a simple and negligible problem. I honestly don’t think friendly fire is a problem at all currently, although it can be annoying at times, especially if the perpetrator refuses to refund you (RIP baslick).
Note that this post is entirely based upon current 1.1 gameplay, and has nothing to do with Tremulous 1.3. These are reasons why various solutions would be detrimental to the current gameplay on GrangerPub.