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Raise the players required for cult


Yonnimer

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What it says on the tin. Currently cult only needs nine people readied to run. This, along with the drafting system always drafting four people for cultist(which really should be lowered to three as well), means on lowpop there are rounds where 4/9 crew are cultists. For the past week I've been seeing this almost every day. While it's possible to still have an enjoyable cultist round like, usually it just means the cult can steamroll converting the entire crew since no one is really able to stop them, converting one or two people means they have over half the crew as cult.

Raising the cap to 15-20 players needed would hopefully fix this issue, along with /hopefully/ making it so cultists are more spread-out between departments instead of having them all in one department like security.

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