The current dynamic system, is a bit of a mess when it comes to antags. Usually, what ends up happening is after about 1 hour and thirty minutes to two hours, dynamic starts spawning antag after antag, usually, causing the round to devolve into chaos, and not the fun kind. This needs to be toned down, I like the idea of dynamic spawning in AN antag late into the round, usually to help bring it to a close. Maybe limit it so that it only spawns antags when other antags have died? I don’t know, but I do know that it’s definitely one of the biggest issues on the server.
Honestly… I think a fixed antags to head of staff and security is the most elegant solution.
One of the most ‘‘recent’’ introduced changes that were made to Dynamic was that when a round is around… 2 hours+ the midrounds no longer cost threat so they start appearing non-stop the longer the round goes (that’s why i’ve seen two blobs, two space dragons, etcetera)
I get the idea that it was introduced to help ‘‘put an end to the round’’ but i belive it backfires massively because it either drags the rounds even more(I’ve seen three different blob fights that dragged long enough for a SECOND blob to spawn) or it just severely punishes the player that survived up to that point by adding mass-casualty antags due to Xenos/Zombies/Dragon/etcetera, there’s certain rounds where it makes sense for the crew to escape with only a few surviors, that’s cool because it shows that shit really hit the fan but at the same time i do believe people appreciate having moments to breath, RP and just… live and give a more positive closure to the round rather than be dead, surrounded by bodies or running with their tail between their legs because everything’s on fire.
@Ambiic In theory, Dynamic weights the current heads-security to inject the antagonists and of course, counting the pop as well, my biggest grip with Dynameme is when we reach that point where the staton is dealing with roundstart antags but it gets suffocated by a constant influx of midrounds, that’s why you rarely see the station going back to Green Alert once the round reaches certain point in time.
Typically one decent sized blob, even if it dies, is enough to encourage a shuttle call by the next vote.
If they want to push the round to end, it could have been done in a less catastrophic way. Increasingly frequent crew transfer votes with it ticking down from requiring a simple majority stay/leave to a much higher percentage required to vote stay.
No, it isn’t. It would both make rounds feel the same and cause major balance issues/rarer “dangerous” antags because you’d obviously pop cap them/make them worth a certain value of heads/secs.
There’s a reason why the simplest, easiest looking solution is typically the worst one
So low-pop wouldn’t have any antags and high-pop would have plenty of antags? Sign me up!!
Non-catastrophic meteor events, like maybe one or two errant impacts in perhaps regularly populated areas to make people say “It’s been THAT LONG?” along side this?
perhaps 1-1/2 hour in crew exchange wave for people who’ve not gone observer so that some folks can get out while others get in?
Maybe if the crew transfer vote passes as “yes” then upon round end then we also get to vote to influence the odds of the next round’s game mode like we can vote to influence the next station selected?
I just had an idea that I’m going to make a thread on, but it involves inter-round plots.
This is only partly true. In realitythe round end spawning never happens since its set to a very high time value. Almost all the midrounds you see are standard dynamic midrounds. (I believe the mesaage in the OOC channel shows you which spawns were round enders)
Antags that were rare to see are now common, you see every day nukies and wizards and it’s getting repetitive really quick
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