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Maximum player cap for game modes


Saudus

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I think we've all played that secret round at peak hour where we have loads of players but end up geting ninja/wizard as the game mode. It's almost never any fun. Only a great antag player can make those roles interesting in the first place, but on high pop count there is just way too much pressure on a lone antagonist's shoulders.


Similar to how we have a requirement of a minimum amount of players readied up for game modes such as crossfire I suggest having a limit of maximum amount of players readied up too, but for solo antag game modes. Would only be applied to certain game modes when they are selected as part of secret. So Visitors+Ninja+Wizard would have a maximum player cap of for example 20 when selected randomly by the secret rotation. Should not be such a cap on the game modes when specifically selected I think.


Thoughts?

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I see exactly what you're saying, it makes sense.


On a similar note, however, why not consider increasing the number of antagonists in the round based on number of players? Rather than ruling out wizard and ninja, add extra wizards and ninjas. Would make for some interesting dynamics, and the wizwoz/ninjas don't necessarily have to work together. Quite often you see wizard vs. ninja in those visitor rounds, so wizard vs. wizard and ninja vs. ninja would be interesting to see.

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No, I don't think we should put player maximums on any antagonist type. This would just cause the solo antagonists, which are some of my favorite antagonists, to just not happen if there are enough players. This is not a problem with the antagonist types, and if the player behind the wizard or ninja can't hack it, that's on *them* not the existence of the antagonist during high-pop. People who opt into playing an antagonist are expected to *try* to make it fun for everyone, but they're under no obligation to actually succeed.


Nor are players obligated to get only round types where there are enough antags that everyone can participate in it. Chances are that during high population rounds, some people are going to get left out. It happens, even if the round type is crossfire. I wouldn't be against extra antagonists being added, but I think that should be something for admin fiat to decide. Some people will WANT to play the classical lone ninja/wizard, and adding another one automatically just to shake things up in high pop denies them that opportunity and may create a blander experience for everyone. Wizards are usually interesting *because* they are unique. If you have two of them, one of them is going to get the spotlight, or neither of them are.

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