An uncollected crate dissappears after the turn ends
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ViolatoR commented
This would be a setting that makes crates disappear from the map if they are not collected on the turn in which they drop. This would make any scheme with crate collection a little more challenging because you know if you don't grab it, it won't be there next turn. Same option possible for Health crates as well, such as in Roper schemes, so that getting the crate before the attack is more randomized and fair because there won't be multiple crates on the map. In shoppers, a bad player (or a /AFK player) will often fail to collect their crate which makes it 2 crates on the map on the next persons turn, which highly favors that player for getting a better selection of weapons. This would prevent that from happening.
An alternative would be: no crate drops on AFK turns.