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After some discussion with Sir Krookadile (special thanks to him for helping me with), I've decided to request two alterations to the rules of Hide and Seek. I will be quoting the original rules to explain why I think they deserve a change:
CHANGE 1:
My proposed change to this rule is "Guards have to seek prisoners no later than 8:00." This puts a hard limit on how much time in a round can pass before BLUs have to seek, as I feel waiting until 8:00 to seek is more than enough time. Having to wait until 7:00 is too long.
CHANGE 2:
In the "Miscellaneous" section in the Rules, there is a sub-section of map-specific rules. Alkatraz contains this:
I am aware two other maps have round-ending secrets, but I chose not to include them for these reasons:
- Mayanjungle: The map is big enough and the items needed for the secret scattered well enough that I don't think even the fastest and most coordinated REDs would be able to get them all in time, and even then, the helicopter takes ages to arrive anyways.
- Volcano: Provided my first rule suggestion above passes, I don't think -- or at the very least believe it would be extremely difficult to pull off -- REDs would be able to get all the ingots and activate the secret in time, also factoring in how long it takes for the door to happen and potentially having a bunch of REDs huddled around the buttons increasing the chances of constant mixups and errors. Alongside that, it would be very hard for BLUs to defend anyways because they have to trek all the way from armory to the secret, and good luck doing that without getting swarmed by REDs if the cells open early enough, particularly if you are a Heavy.
- Bootcamp: I always forgot about this one but Krook has told me this one would also take too long to do in time.
CHANGE 1:
While this is simple to understand, a problem Krook pointed out to me is that if BLUs decide to stay in armory for 2 minutes and, for whatever reason, the cells don't open, technically the BLUs wouldn't be able to seek until 7:00. Not only is this just an overall waste of time, but it gives REDs enough time to pull off round-ending secrets on maps with them, such as Volcano and Jailfort, or even Medics to build up an Ubercharge and allow them to Uber a powerful class such as a Heavy or Soldier (especially dangerous if they found an ammo secret), invade armory, and end the round before BLUs can even seek.Prisoners have a minimum time to hide of 1 minute to a max of 2 minutes after cells are opened.
My proposed change to this rule is "Guards have to seek prisoners no later than 8:00." This puts a hard limit on how much time in a round can pass before BLUs have to seek, as I feel waiting until 8:00 to seek is more than enough time. Having to wait until 7:00 is too long.
CHANGE 2:
In the "Miscellaneous" section in the Rules, there is a sub-section of map-specific rules. Alkatraz contains this:
I like this rule and don't want to remove it. However, I want to propose adding Jailfort to the list of maps you are allowed to camp the round-ending secret door of during HNS. The map isn't very big, the secret door is right across from the main cell area, and if all the REDs coordinate and manage to break all the breakers fast enough, I do believe it's possible to pull off this secret before the BLUs have a chance to seek, depending on how long they choose to stay in armory.Additionally as a Guard during HNS, you are allowed to camp at the exit area (door) during the hiding 1-2 minute period of time. This is to prevent reds from simply ending the round with no real way for guards to stop it.
I am aware two other maps have round-ending secrets, but I chose not to include them for these reasons:
- Mayanjungle: The map is big enough and the items needed for the secret scattered well enough that I don't think even the fastest and most coordinated REDs would be able to get them all in time, and even then, the helicopter takes ages to arrive anyways.
- Volcano: Provided my first rule suggestion above passes, I don't think -- or at the very least believe it would be extremely difficult to pull off -- REDs would be able to get all the ingots and activate the secret in time, also factoring in how long it takes for the door to happen and potentially having a bunch of REDs huddled around the buttons increasing the chances of constant mixups and errors. Alongside that, it would be very hard for BLUs to defend anyways because they have to trek all the way from armory to the secret, and good luck doing that without getting swarmed by REDs if the cells open early enough, particularly if you are a Heavy.
- Bootcamp: I always forgot about this one but Krook has told me this one would also take too long to do in time.
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