My idea has been to implement a leash.

If a person is being a jerk or running off too far ahead or straggling far 
behind, you can vote to leash them.
Get the average position of all non-leashed players, and any leashed player 
will be forced to stay within a distance x of that average position.

(It would drag/restrain the leashed person, not restrict the the rest of the 
group).

Of course, leashing a person who's acting like a one-man army and trying to be 
the hero will probably just piss them off and cause them to attack/work against 
the team.
And anyone who's already acting against the team will still be able to do so.

Just a random idea.
I'm sick of people demanding to be the center of attention and charging ahead 
like fools, and I'm sick of people straggling way in the back because they 're 
alt tabbing or just in general not really paying attention.

> From: [EMAIL PROTECTED]
> To: [email protected]
> Date: Mon, 8 Dec 2008 00:52:13 +0000
> Subject: Re: [hlds] L4D: TK'ing becoming more of an issue
> 
> The "25 health" thing could be an issue - on higher difficulties that's less
> than one shotgun shot...
> 
> About the leaving spawn thing, I'm not sure.  The game will already replace
> players with bots if they're completely idle, and I'm sure someone somewhere
> has come up with some tactic or other for the first level of no mercy that
> needs a player to stay behind on the roof (probably not a _good_ tactic, but
> nevertheless...)
> 
> Though if they were to go with that, I'd say "within x seconds of everyone
> else and at least y distance away from the nearest player"
> 
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:hlds-
> > [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> > Sent: 07 December 2008 23:24
> > To: [email protected]
> > Subject: [hlds] L4D: TK'ing becoming more of an issue
> > 
> > I rent a server, but occasionally I have to join other servers without
> > active administrators. In the past couple of days I've run across game
> > degrading behavior stemming from pairs of team killers. They aren't
> > autokicked nor vote kicked. Typically I just leave and find another
> > lobby,
> > but it happened twice in a gaming session and feel that it could be
> > resolved fairly easily and quickly by Valve.
> > 
> > If a player chooses not to leave a spawn area within 45 seconds, they
> > should be auto-kicked.
> > If a player chooses to shoot at a team player for 30 seconds (or a
> > total of
> > 25 health), they should be auto-kicked.
> > 
> > There are probably other harsher rules, but should control some of the
> > behavior in the game. It's become a more frequent problem and one that
> > can't be resolved by a team that can't get a majority of the votes for
> > a
> > vote kick.
> > _______________________________________________
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> 
> 
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