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Re: Poll: Adding a Population Cap

Posted: Mon Feb 09, 2015 1:18 pm
by Cheimon

Bottom post of the previous page:

I'd still rather have an assistant cap than a player cap so that (as lots of people have been saying) you can have the job roles filled out. Otherwise you will get lots of assistants crowding out people who would actually fill station jobs.

I like highpop rounds, but apparently everyone else hates them? I guess I don't have a massive objection to playing on Basil if I understood the map a bit better.

Re: Poll: Adding a Population Cap

Posted: Mon Feb 09, 2015 5:40 pm
by flazeo25
If there is gonna be assistant cap could we tie it to amount of security in round which would be hos, warden, officers and decteive:
0 sec = 3 assistants
1 sec = 5 assistants
2 sec = 7 assistants
3 sec = 9 assistants
4 sec = 12 assistants
5 sec = 15 assistants
6 sec = 17 assistants
7 sec = 19 assistants
8 sec = 21 assistants
all sec = unlimited or as many assistant as pop cap allows.

So it only work for security arriving so there be no 15+ assistants and 0 security a round.

Re: Poll: Adding a Population Cap

Posted: Mon Feb 09, 2015 7:36 pm
by Scones
flazeo25 wrote:-numbers snip-
So Security should be outnumbered in odds of 2.6ish on the higher end. Not bad.

It'd be a good way to regulate, and actually incentivize Security play - Basil is plagued by NoSec

Re: Poll: Adding a Population Cap

Posted: Mon Feb 09, 2015 9:02 pm
by paprika
I wouldn't mind sec being tied to assistants. Security are assistants with guns who can't be antags anyway.

Re: Poll: Adding a Population Cap

Posted: Mon Feb 09, 2015 9:54 pm
by Cipher3
paprika wrote:I wouldn't mind sec being tied to assistants. Security are assistants with guns who can't be antags anyway.
Captains are all-access assistants who can't be antags
HoPs are all-access assistants
HoSes are all access assistants with tons of shiny gear who can't be antags
Scientists are assistants with explosives
Doctors are assistants with drugs
Engineers are assistants with free tools and a black hole
Cargo techs are assistants... with free supplies
etc

Re: Poll: Adding a Population Cap

Posted: Mon Feb 09, 2015 10:08 pm
by paprika
100% true

Re: Poll: Adding a Population Cap

Posted: Tue Feb 10, 2015 9:54 am
by DemonFiren
So the only non-assistants aboard a station are the synthetics?

Re: Poll: Adding a Population Cap

Posted: Tue Feb 10, 2015 3:07 pm
by Scones
DemonFiren wrote:So the only non-assistants aboard a station are the synthetics?
no those are just assistants with laws who come in thee brands:
- assistants who get emagged
- assistants with remote all access to help the non all-access assists get places they shouldn't go
- assistants who steal supplies and build autism forts and can ventcrawl/tablewalk

Re: Poll: Adding a Population Cap

Posted: Tue Feb 10, 2015 9:50 pm
by ColonicAcid
all players are assistants.
we're assisting in being shitlers.

Re: Poll: Adding a Population Cap

Posted: Thu Feb 12, 2015 12:26 am
by ThanatosRa
The Janitor is still the janitor.

Re: Poll: Adding a Population Cap

Posted: Sat Mar 21, 2015 2:02 am
by Amelius
This is a <terrible> idea. You're trying to force Sybil players onto Basil, and Basil is far more RP-heavy than Sybil. It won't end well for anyone - Sybil players won't like the slower pace or high RP, and Basil players won't like the more game-y players, or the faster pace. Plus the maps and cultures are different, most people used to one station will need a decent amount of convincing to learn a new map, let alone join a different server instead of simply waiting.

What will most likely happen, however is simply that most people will just wait for a slot on Sybil or leave, which doesn't solve anything.

Re: Poll: Adding a Population Cap

Posted: Sat Mar 21, 2015 8:17 am
by oranges
This thread is a month old and has already been enforced.

Re: Poll: Adding a Population Cap

Posted: Tue Mar 24, 2015 7:59 pm
by Cheimon
Question is, was it a success? I think it's more or less worked inthat high pop rounds are no longer unmanageably chaotic.

What it hasn't done is see a big population increase on Basil, as far as I can tell. People really do just wait for a new slot on Sibyl more than anything else. Oh well.

Re: Poll: Adding a Population Cap

Posted: Wed Mar 25, 2015 1:44 am
by callanrockslol
People either not play on here at all or just wait for a new slot to open, it hasn't exactly solved any problems.

Load balancer perhaps?

Re: Poll: Adding a Population Cap

Posted: Wed Mar 25, 2015 2:18 am
by Amelius
callanrockslol wrote:People either not play on here at all or just wait for a new slot to open, it hasn't exactly solved any problems.

Load balancer perhaps?
I keep saying it, but _stop trying to force people onto Basil_.

If people wind up on not-boxstation with no metafriends, they'll spam reconnect until they do. You can't force people to play on an unfamiliar station - even during downtime Basil population doesn't increase more than a couple people, evidencing that people would rather wait rather than play on not-Sybil. ESPECIALLY because the population and culture is completely different, what makes you think a load balancer would fix this? What makes you think the mentality even needs 'fixing' in the first place, when people will go out of their way to get around it?

Even then, population doesn't get above 60 more than for a couple hours every day. I don't see why it's a problem to have a few super high pop rounds in the first place.

Re: Poll: Adding a Population Cap

Posted: Wed Mar 25, 2015 2:42 am
by callanrockslol
Mainly because people don't like big rounds or something.

I dunno 100+ rounds are amazing laggy clusterfucks that never end in anything less than total destruction.

Re: Poll: Adding a Population Cap

Posted: Wed Mar 25, 2015 11:14 am
by peoplearestrange
This poll is done, system is already in place.

If you have any feedback, please put it here: https://tgstation13.org/phpBB/viewtopic.php?f=33&t=3238 on its policy feedback thread.