Hi, Crescent.
There's been a lot of questions so far about why there aren't any ways for a traitor to heal. This is a point that should be discussed further, so let's dive into this.
TTT is a game that revolves around stealth and trickery. One of the ways TTT is designed to achieved this is by making traitors outnumbered. They are compensated with an array of powerful T weapons and obviously the element of surprise, but they are always a minority and therefore have to be very careful when taking risks.
Healing, however, changes this equation completely. Providing a traitor with a reliable method of healing negates the 'weakness in numbers' concept completely; when a traitor can heal, their limited collective health pool is no longer a problem.
When designing Crescent, we intentionally chose not to provide traitors with such healing methods in order to keep this core design intact. However, as noted by some of you coming in from other communities, as well as some gameplay data shows, providing no healing methods is not as straightforward as it seemed at first.
It is therefore why I am making this thread. I would like to hear your ideas an opinions on how should we go about this. Should traitors be able to heal? If so, how, and how much? If not why? Let me know your thoughts in the comments below, and together we'll find a way to answer this question properly.
~Opalium
There's been a lot of questions so far about why there aren't any ways for a traitor to heal. This is a point that should be discussed further, so let's dive into this.
TTT is a game that revolves around stealth and trickery. One of the ways TTT is designed to achieved this is by making traitors outnumbered. They are compensated with an array of powerful T weapons and obviously the element of surprise, but they are always a minority and therefore have to be very careful when taking risks.
Healing, however, changes this equation completely. Providing a traitor with a reliable method of healing negates the 'weakness in numbers' concept completely; when a traitor can heal, their limited collective health pool is no longer a problem.
When designing Crescent, we intentionally chose not to provide traitors with such healing methods in order to keep this core design intact. However, as noted by some of you coming in from other communities, as well as some gameplay data shows, providing no healing methods is not as straightforward as it seemed at first.
It is therefore why I am making this thread. I would like to hear your ideas an opinions on how should we go about this. Should traitors be able to heal? If so, how, and how much? If not why? Let me know your thoughts in the comments below, and together we'll find a way to answer this question properly.
~Opalium