11-16-2020, 11:00 AM
(This post was last modified: 11-16-2020, 11:03 AM by Studenterhue. Edited 2 times in total.)
There are actually already antag caps, in the sense that there is a maximum number of antags the game will assign, dependent on game mode (rather than per antag).
Changeling mode has a cap of 4 and tries to assign 1 changeling per 15 players, though sometimes the game randomly bumps up player count slightly during calculation to add in another changeling. It's pretty small, but it can make a difference sometimes e.g. if there's 40, it won't use anything higher than 45, which is enough to push it to 3 changelings.
Spy Thief mode is capped at 7, always has at least 2 spies, and makes 1 spy per 6 players, again sometimes with the player count being bumped up a small (<6) amount. I imagine this would be able to get the rounds with 6 spies for 40 crew, maybe 7, though 8 is not possible.
Vampire mode has 1 vampire for 20 people. There's no cap.
Conspirator always has 1 conspirator per 5 players, up to a max of 6. Unlike the other modes, where it adds a random number to the player count number before calculating number of antags, this mode doesn't do that at all.
Traitor mode has a max of 5, with 1 traitor per 6 players. But player count gets inflated during calculation by a random amount, and that random amount can actually be pretty high, which basically means the game often makes more traitors than that ratio suggests.
Finally, mixed rp has 1 antag per 10 players, up to a max of 8. Like with traitor, the game takes the player count, adds a random number up to 25, then divides it by 10 to get a number of antags to make. (Side note: mixed action does the same, but some antag types are equivalent to multiple antags, i.e. "weighted" differently, so, for, say 40 people, 4 traitors is possible, but not 4 blobs or 4 wizards)
I should note it'd probably be pretty easy to code different caps and ratios for RP, via using #ifdef RP_MODE, which is how traitors get different objective sets for RP and how security officers get much more access on RP.
Changeling mode has a cap of 4 and tries to assign 1 changeling per 15 players, though sometimes the game randomly bumps up player count slightly during calculation to add in another changeling. It's pretty small, but it can make a difference sometimes e.g. if there's 40, it won't use anything higher than 45, which is enough to push it to 3 changelings.
Spy Thief mode is capped at 7, always has at least 2 spies, and makes 1 spy per 6 players, again sometimes with the player count being bumped up a small (<6) amount. I imagine this would be able to get the rounds with 6 spies for 40 crew, maybe 7, though 8 is not possible.
Vampire mode has 1 vampire for 20 people. There's no cap.
Conspirator always has 1 conspirator per 5 players, up to a max of 6. Unlike the other modes, where it adds a random number to the player count number before calculating number of antags, this mode doesn't do that at all.
Traitor mode has a max of 5, with 1 traitor per 6 players. But player count gets inflated during calculation by a random amount, and that random amount can actually be pretty high, which basically means the game often makes more traitors than that ratio suggests.
Finally, mixed rp has 1 antag per 10 players, up to a max of 8. Like with traitor, the game takes the player count, adds a random number up to 25, then divides it by 10 to get a number of antags to make. (Side note: mixed action does the same, but some antag types are equivalent to multiple antags, i.e. "weighted" differently, so, for, say 40 people, 4 traitors is possible, but not 4 blobs or 4 wizards)
I should note it'd probably be pretty easy to code different caps and ratios for RP, via using #ifdef RP_MODE, which is how traitors get different objective sets for RP and how security officers get much more access on RP.