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Lower Borer Gamemode Requirement by 5 (To 15)


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Posted

kinda wacky the mixed gamemode with borer+cult is 20 and borer itself is also 20.

I'd like to see more borer and I think the requirement is too high. wack

this would literally take 2 key clicks to change so I'm willing to """"code"""" it myself.

Posted

+1, Borer is fun, and definitely an RP Heavy gamemode. I think lowering the requirement would make it easier to achieve during low-pop hours, which is possibly the best time for something like Borer to happen.

 

Posted

-1. It requires twice as many antagonists by it's very nature, meaning that low-pop borer would have maybe 11 crew, 2 hosts and 2 borers at best going by an initial 15. Without willing ghosts, you can't infect other people as well.

With other 'conversion' modes, like Cultist or Rev, every new convert is their own antagonist rather than requiring another ckey for essentially two players per convert. I can't imagine this working on lowpop unless you made the borers into NPCs and gave hosts the 'antagonistic initiative' rather than clumsily tying it to, essentially, a ghost role.

Posted
3 hours ago, Carver said:

-1. It requires twice as many antagonists by it's very nature, meaning that low-pop borer would have maybe 11 crew, 2 hosts and 2 borers at best going by an initial 15. Without willing ghosts, you can't infect other people as well.

With other 'conversion' modes, like Cultist or Rev, every new convert is their own antagonist rather than requiring another ckey for essentially two players per convert. I can't imagine this working on lowpop unless you made the borers into NPCs and gave hosts the 'antagonistic initiative' rather than clumsily tying it to, essentially, a ghost role.

Borers don’t have to continue to spread though. They can create other objectives for themselves.

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