I just wanted to start this thread off by stating this suggestion may come off immediately as a bad idea to most. But I would appreciate if you go into this thread with an open mind and read my arguments.
The TTT server I got my start on forever ago did a lot of amazing things that has ruined my experience in any other server since. Simply for the fact that I felt nobody else could do it right. They were ridiculously lax and simply wanted everybody to have fun and do a lot of goofy shit to make rounds fun for everybody. Whether it be the regulars and admins who play day to day, or the new people that just joined. Every day I joined the server people were pushing the game engine and the gamemode itself to the limit to try to find more ridiculous stuff to do, it made for a lot of memorable nights and rounds. I hadn't found a similar enviroment at all until I found Crescent. You guys aren't focused on micro-managing your players or using your admin powers the second you can. It's great, and it's why I have and plan to spend a lot of time on the server. I feel like the same energy is here.
ttt_spec_prop_control (def. 1): Toggle whether spectators can possess props. ttt_spec_prop_base (def. 8): Number of prop punches in a filled punch-o-meter with no score modifier. ttt_spec_prop_maxpenalty (def. -6): Maximum decrease of the punch-o-meter limit for a negative score. ttt_spec_prop_maxbonus (def. 16): Maximum increase of the punch-o-meter limit for a positive score. ttt_spec_prop_force (def. 110): Amount of force by which each punch moves the prop. ttt_spec_prop_rechargetime (def. 1): Number of seconds for one point in the punch-o-meter to recharge.
1. A prop that you can possess (obviously, but think about maps like crummy cradle where there's not a huge abundance on the upper level, at least anywhere in the open where spectators can access and move around in the open)
2. A large enough distance in the sky to really get some movement
3. The precise movement and keystrokes to even make a prop fly up in the air, and then at a player
It is not as easy as pressing a few buttons to whip at a player from the air. You don't have the same air strafing that you do as a player trying to goomba a player. One odd tumble can completely affect the physics of a prop in the air and throw you off course. It can be incredibly hard for some props on some maps to even do this once.
The reason why I'm pushing for this and spent the time making this thread is simple. It's fun as hell and absolutely hilarious for all involved. There was much more interaction between the dead and the players. Even ignoring the potential for prop killing, with more control over props you could do so much to get laughs from both sides. You know what's possible with these edited values? A rolling melon buddy that follows you around the map until their inevitable demise from a swing from a crowbar, to a flying kasta barrel that was meant for a player, not your melon buddy ;( , etc. Spectators can disassemble a camping players barricade on a round that is taking far too long, or on the flipside assemble one for their comrade. Even as a player on your traitor round having cinder blocks flying at you from the air is funny, and really adds another layer of gameplay. You learn to pick up certain movement patterns as the flying props could be easily sidestepped and avoided. You could keep a barrel above your head to smack away flying objects like you're David Ortiz. The possibilities truly are endless and I feel like this aspect of gameplay was lost forever ago when my favorite server shut down, I'd love to see this implemented as I feel like it would be a great addition. Thanks for taking your time to read my suggestion.
(EDIT: Heavy and huge props are generally IMPOSSIBLE to fly or to get any air.)
(and if I haven't convinced you totally, there is the ability to make spectators only able to possess props after OT)