Round pace and length

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Luke Cox
Joined: Sat Dec 06, 2014 8:52 am
Byond Username: NocturnalQuill
Location: Prisoner Transfer Room

Round pace and length

Post by Luke Cox » #434911

As it stands, CM round last for quite a while and tend to take a while to ramp up. Going forward, what's our goal for round length and pace? Personally, I feel that DMCA should be sped up a tad but still remain much slower paced and more strategic than TG, while TG is where you go for the fast paced mayhem. RP changes alone might speed things up a tad, so I'd be fairly conservative with mechanical changes.
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Stickymayhem
Joined: Mon Apr 28, 2014 6:13 pm
Byond Username: Stickymayhem

Re: Round pace and length

Post by Stickymayhem » #434958

Our biggest problem at the moment is we have no natural way to end stalemates when there's a few xenos trying to reboot the hive, and maybe a dozen or two disorganized marines.
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Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
Super Aggro Crag wrote: Wed Oct 13, 2021 6:17 pm Dont engage with sticky he's a subhuman
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Rohesie
Joined: Sat Aug 04, 2018 9:07 pm
Byond Username: Rohesie

Re: Round pace and length

Post by Rohesie » #435881

CosmicScientist wrote:I think someone made evolve point gain or requirements less harsh?
WIP. But yes, that will happen soon (TM) to reduce the delayliens vs zergmarines meta.
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