06-06-2014, 07:18 AM
I agree with the notion that the current antagonist-to-crew ratio is too low, especially when there are 20+ players on the server. They often die quickly or end up doing little mischief (or simply go braindead) and the late-join picker doesn't always do a reliable job of replacing them. The RNG idea could work, but I have an alternative suggestion. How about replacing some of the miscreants with hard mode traitors, who can't order Syndicate gear? The code already exists and works fine. The way I see it:
- Many people don't bother with their miscreant objectives anyway.
- However, they might go out of their way to cause trouble when they actually have a licence to go hog wild!
- More chaos, but not more rampage items.
So, a round with 30 players could feature 2x Bad Guys, 1x hard mode traitor and 1x miscreant instead of 2-0-2, which appears to be the typical amount at the moment. The RNG shouldn't assign hard mode traitors for low-pop rounds (~10 guys) though, as more than one fully-fledged antagonist would probably be problematic.
- Many people don't bother with their miscreant objectives anyway.
- However, they might go out of their way to cause trouble when they actually have a licence to go hog wild!
- More chaos, but not more rampage items.
So, a round with 30 players could feature 2x Bad Guys, 1x hard mode traitor and 1x miscreant instead of 2-0-2, which appears to be the typical amount at the moment. The RNG shouldn't assign hard mode traitors for low-pop rounds (~10 guys) though, as more than one fully-fledged antagonist would probably be problematic.