Revheads should scale to the # security personnel there are
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Revheads should scale to the # security personnel there are
^ FUCKING THIS
Oh we have 1 hos and a detective. 4 REV HEADS
Oh we have 1 hos and a detective. 4 REV HEADS
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- ShadowDimentio
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Re: Revheads should scale to the # security personnel there
One revhead for the number of sec personnel divided by three rounded up.
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Re: Revheads should scale to the # security personnel there
Yeah that sounds entirely faairShadowDimentio wrote:One revhead for the number of sec personnel divided by three rounded up.
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Re: Revheads should scale to the # security personnel there
I know. Speaking from experience after the other day whereabouts 8 revs swarmed the three sec team and literally lit it on fire with plasma tanks rendering the place inhospitable and killing me, the HoS.
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- Arianya
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Re: Revheads should scale to the # security personnel there
You beat me to the punch.
Its literally gotten to the point where there are 3 roundstart sec (composed of the Warden, the HoS and the Detective) and just as many revheads, and its making rev a drag for security/heads, roles which already suffer attrition because they're not fun to play.
The main issue with a solution to this is that, to my understanding, the roundstart methodology goes thus
select gamemode -> roll antag -> pick jobs
This was done so that people could have sec in their preferences without losing out on their chance to be an antagonist.
But this does present an issue wherein the game can't constrain headrev numbers by number of sec personnel... because it doesn't know how many sec personnel there are until after its picked its revheads.
The alternative solution (that does work under the current system) is to force a number of filled security slots based off the number of revheads (which still scales to population)
"B-but forcing people who don't want to to play sec!"
Yes, its shitty, but atleast revs is team oriented enough that its not the same kind of experience as normal sec.
The only alternative fixes I can see are:
a) Make sec no longer a drag and more popular (good luck!)
b) Disable rev at higher populations until a solution is found.
Its literally gotten to the point where there are 3 roundstart sec (composed of the Warden, the HoS and the Detective) and just as many revheads, and its making rev a drag for security/heads, roles which already suffer attrition because they're not fun to play.
The main issue with a solution to this is that, to my understanding, the roundstart methodology goes thus
select gamemode -> roll antag -> pick jobs
This was done so that people could have sec in their preferences without losing out on their chance to be an antagonist.
But this does present an issue wherein the game can't constrain headrev numbers by number of sec personnel... because it doesn't know how many sec personnel there are until after its picked its revheads.
The alternative solution (that does work under the current system) is to force a number of filled security slots based off the number of revheads (which still scales to population)
"B-but forcing people who don't want to to play sec!"
Yes, its shitty, but atleast revs is team oriented enough that its not the same kind of experience as normal sec.
The only alternative fixes I can see are:
a) Make sec no longer a drag and more popular (good luck!)
b) Disable rev at higher populations until a solution is found.
Frequently playing as Aria Bollet on Bagil & Scary Terry
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Re: Revheads should scale to the # security personnel there
...guys we already have this. I implemented this a long time ago, over a year ago.
https://github.com/tgstation/tgstation/pull/12724
https://github.com/tgstation/tgstation/pull/12724
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Kofi - Make A Poor Life Choice
Good ideas backed by cruddy code since 2012!™
- Arianya
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Re: Revheads should scale to the # security personnel there
Even by your given examples, this isn't really scaled well.Incoming wrote:...guys we already have this. I implemented this a long time ago, over a year ago.
https://github.com/tgstation/tgstation/pull/12724
The CMO, CE and RD are all relatively easy for a small number of revolutionaries to take out, especially if they get their hands on a stun before hand (which includes just smashing a bottle on someones head)If there are 5 heads and no sec officers: 2 head revs
If there are 5 heads and one singular sec officer: 3 head revs
This leaves the HoP (who does, atleast, start with a self defense weapon, but can still be relatively easily overwhelmed), the Captain (who has high self-defense capability but has no security to back him up if he slips/gets stunprodded/etc) and the HoS (who will most likely die the first time he tries to arrest someone unawares that the other people around him are revs.
Theres no cooldown on flashes, and I believe headrev flashes are immune to breaking other then by EMP, meaning that even two headrevs can generate their own personal army pretty damn quickly.
It may be time to re jig the formula to better accommodate existing balance.
Frequently playing as Aria Bollet on Bagil & Scary Terry
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Re: Revheads should scale to the # security personnel there
revheads are scaled with station heads
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Arianya
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Re: Revheads should scale to the # security personnel there
Thanks for the insightful post that was already made.PKPenguin321 wrote:revheads are scaled with station heads
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Re: Revheads should scale to the # security personnel there
yes
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
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Re: Revheads should scale to the # security personnel there
Considering rev is a team deathmatch mode, it should scale with sec, not heads.
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Re: Revheads should scale to the # security personnel there
It scales with both. Also, even if there was only one rev head, he can convert people really fast to the point it doesn't really make a difference having more revheads or not as long as he can stay out of trouble.Lumbermancer wrote:Considering rev is a team deathmatch mode, it should scale with sec, not heads.
- Lumbermancer
- Joined: Fri Jul 25, 2014 3:40 am
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Re: Revheads should scale to the # security personnel there
Having to get one guy to win makes all the difference in the world.
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