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Raise amount of traitors
#16
Another check:

G1 has 33 players and 6 traitors. 18.1818%
G2 has 30 players and 5 traitors. 16.6666%

I am really not seeing any problem at all with this rate. You might have had a few rounds here and there with a lower count due to the randomized part of the equation, and I am totally okay with that.

Marquesas Wrote:traitor numbers were reduced to (apparently below) the value it was 2 months ago...

Way to make things up! You are completely wrong.

ORIGINAL traitors_possible: 6
ORIGINAL i = rand(5)
ORIGINAL population divisor = 10

PREVIOUS traitors_possible: 10
PREVIOUS i = rand(12)
PREVIOUS population divisor = 6

NEW traitors_possible: 10
NEW i = rand(20)
NEW population divisor = 8

num_traitors = max(1, min(round((num_players + i) / 8), traitors_possible))

For anyone who can't follow the equation:
There will always be at least one traitor.
If there is more than one person playing, it looks at the total number of players playing, adds the random value i, and divides that by 8. If this number exceeds the cap of 10 traitors, it goes with 10.

By raising both the divisor and the range of i, you'll have a more varied rate of traitor scaling now. Some rounds will be a little quieter, some will be a bit more chaotic.
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#17
Yes, randomness is good.

Overall though I think this is a conflict between players who see SS13 as just a robust combat simulator and players who like SS13 as a whole, including the non-murder aspects. Players belonging to the former can only have fun when killing people, while players of the latter prefer a more balanced experience.
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