You know, I may have just had a terrible idea for a few solutions to this. Here's something tomozj said in my thread about this a while ago:
I think there's a difference between freezing someone with a ramp and then flying over them, and freezing someone with a ramp and waiting to do it again.
So, if somebody doesn't use the ramp to fly, they're obviously only freezing somebody, which constitutes abuse in my book. Perhaps Jay could implement some sort of check system activated by a timer - if the player doesn't move up in the air <sometime> after the ramp is created, there should be a consequence, safe guard, or something else that's triggered. This wouldn't be as concrete of a solution, because not moving doesn't necessarily mean you were targeting somebody.
Another, probably safer solution would be to simply refuse to create a ramp if there are any players in the current arc of the vehicle's Z angle (that would be players right in front of it) while a player's vehicle is moving under a certain velocity. So, if you're moving slowly and there's a player in front of you, the ramp doesn't get created. It would check the vehicle's velocity against the speed at which that vehicle would not be able to stop short by braking. This would give faster cars an advantage, but would still universally work.
Quote:It's quite funny really, jamming some poor soul frozen then going over the ramp yourself and flying over them. That's just if you're cruel.This kind of gave me a BRAIN BLAST LOL.
I think there's a difference between freezing someone with a ramp and then flying over them, and freezing someone with a ramp and waiting to do it again.
So, if somebody doesn't use the ramp to fly, they're obviously only freezing somebody, which constitutes abuse in my book. Perhaps Jay could implement some sort of check system activated by a timer - if the player doesn't move up in the air <sometime> after the ramp is created, there should be a consequence, safe guard, or something else that's triggered. This wouldn't be as concrete of a solution, because not moving doesn't necessarily mean you were targeting somebody.
Another, probably safer solution would be to simply refuse to create a ramp if there are any players in the current arc of the vehicle's Z angle (that would be players right in front of it) while a player's vehicle is moving under a certain velocity. So, if you're moving slowly and there's a player in front of you, the ramp doesn't get created. It would check the vehicle's velocity against the speed at which that vehicle would not be able to stop short by braking. This would give faster cars an advantage, but would still universally work.