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Implements dynamic scaling for spies #82961
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I think 10 spies, even for 100 is too much |
Is 5 spies for 50 players too much? It's the same percentage |
in this case 5 spies seems ok but don't forget that sec slots don't go higher with more players, it's always 5 sec officer, 1 warden, 1 hos, 1 det and no more unless the HoP raises the slots, which is quite unlikely. |
I mean I don't know if some head admin has disabled it but we definitely have code to scale security officer job slots with population and our codebase is config-agnostic. |
I've played on Manuel with over 40 players and it's always 5, so idk |
ok in testing seems pretty... ok. |
I caution going much higher than 5. The pool of objectives being what it is might not functionally support 10 spies in a round. The degree of missing equipment can get annoyingly problematic when compared to security staffing and even engineering staff to build replacements. More than 5 likely would need a reduction in other threats generated. |
## About The Pull Request Implements dynamic scaling for spies. TL;DR On average less spawn, but there is a chance it scales up to add even more. Old ![image](https://github.com/tgstation/tgstation/assets/51863163/5ecdf146-7922-42ea-8051-8a30cddde7a6) New ![image](https://github.com/tgstation/tgstation/assets/51863163/ce9f51a1-4d99-4fe7-be65-32003fbec605) ## Why It's Good For The Game Maybe more dynamic rounds? Just for testing really ## Changelog :cl: Melbert qol: Spies may spawn in less numbers, but rarely may also spawn in more numbers. /:cl:
About The Pull Request
Implements dynamic scaling for spies.
TL;DR On average less spawn, but there is a chance it scales up to add even more.
Old
New
Why It's Good For The Game
Maybe more dynamic rounds? Just for testing really
Changelog
馃啈 Melbert
qol: Spies may spawn in less numbers, but rarely may also spawn in more numbers.
/:cl: