11-14-2020, 05:22 AM
As others have said/implied, the role of antags is not to exist for the sake of existing, but to make rounds exciting and interesting. *However*, as others have again said, this isn't even an issue at very high populations due to the amount of people playing - gimmicks, self-antagging , general incompetence (come on, haven't you caused a nanite swarm or explosion or misprogramming of the AI in your time playing?) will all cause things to get chaotic in the round.
As an added caveat, could there be SOME metric to determine roughly how chaotic a round is? I'm not even sure what would be a good place to begin with, but it'd probably be some function based on: The amount of active Security (aka non-braindead alive sec), how many explosions and how intense they were have occured on-station, deaths, the amount of intact turfs in key areas such as Medbay and Security, how much blood/DNA vamps/lings have, etc. Too much damage/death/chaos would cap the amount of new antags that can spawn, but low amounts would actually slightly increase the probability of one spawning (ion storm, sleepers, latejoin, etc.).
As an added caveat, could there be SOME metric to determine roughly how chaotic a round is? I'm not even sure what would be a good place to begin with, but it'd probably be some function based on: The amount of active Security (aka non-braindead alive sec), how many explosions and how intense they were have occured on-station, deaths, the amount of intact turfs in key areas such as Medbay and Security, how much blood/DNA vamps/lings have, etc. Too much damage/death/chaos would cap the amount of new antags that can spawn, but low amounts would actually slightly increase the probability of one spawning (ion storm, sleepers, latejoin, etc.).