Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
more traitors per round
#10
Convair880 Wrote: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.
We've been saying add Hard Mode traitors alot. Just add them. Enough of miscreants just go for straight up no item traitor.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 2 Guest(s)