It would be nice, if supporting a criminal by command fields or engineer modules would not set the criminal timer to maximum, but instead to the highest timer of all involved criminals.
Actually, I’d really whish, it would be even less, or non-existant, but I understand the measure.
Atm.* if you are an Engineer, and you heal a comrade, who is criminal for another 10 seconds, you get a full criminal countdown. Instead you should never get a higher countdown as the criminal you assisted (except doing really criminal actions yourself)
Any agreement, thoughts, possible problems with this?
*) correct me if i am wrong, but i think it is still this way.
There are many problems with the criminal flag, i would really like it to be changed. Sux to be flagged for accidental friendly fire or some bugs with the aliens. Not sure what game had this, but there should be a mean to forgive or ask for forgiveness for accidental damage, or some way to flag NPCs and other players as allies so we can’t damage them (but can support them). That would also fix the issue of helping criminals; you could chose if you want to heal them or not, and if you do you share their criminal status.
Like “flag as enemy” and “flag as friend” keybinds to help manage healing and damage dealing? I agree this does need further tweaking.
The flagging keybinds could also make karma more stable and meaningful. So if a player wanted to kill another player, they will have to mark them as an enemy, then shoot at them to deal damage/debuff. But ofcourse the target cannot see their own status, mainly because it is determined by the players around them. This also prevents PvP in invasion from becoming easier to avoid. I like a good rumble in free-flight.
This would also be a good way to help other players. I see damaged hulls and shields all over invasion and really want to heal them, but I can’t without inviting them to my squad. So you could also help other players as well as harm them.