The maths behind the change, since the headmins discussed this in private and nobody got a chance to chip in about it.
tl;dr -
Old: 5 sec officers minimum at 1 pop, increasing by 1 at 28 pop and by 1 more every 5 pop thereafter, hard capping at 12 upon reaching 58 pop.
New: 5 sec officers minimum at 1 pop, increasing by 1 at 55 pop and by 1 more every 10 pop thereafter, never reaching the hard cap of 12 as server pop limits are too low, soft capping at either (75 = 8 officers) or (85 = 9 officers) depending on the max number of players the 90 pop servers cap out at.
This does not impact the HoS, Det or Warden. No matter what the Sec Officer config is set to, these 3 will always join and do not count towards the Sec Officer cap.
The number of available Sec Officer job slots is
Code: Select all
officer_positions = min(12, max(J.spawn_positions, round(players_readied_up / ssc)))
Where J.spawn_positions is the spawn_positions of the Security Officer job datum, which is 5.
And ssc is the security scaling coefficient, which is currently configged to 10 and was 5 before the change.
Code: Select all
officer_positions = min(12, max(5, round(players_readied_up / 10)))
Practically, at all population levels there can be no fewer than 5 sec officers since that is a hardcoded value. Similarly, there is a hard coded cap of 12 sec officers.
Prior to the config change when ssc was set to 5, new sec officer slots were opened up starting at 28 players (28 / 5 = 5.6, rounded up to 6) and every 5 players thereafter up to 58 players (58 / 5 = 11.6, rounded up to 12), where the code would then cap the max to 12.
With the ssc set to 10, new officer slots are opened up starting at 55 players (55 / 10 = 5.5, rounded up to 6) and every 10 players thereafter, up to whatever the population cap is for non-observers on the 90 pop servers. Theoretically, all the way up to 9 sec officer slots at 85 players. The 70 pop servers will cap out at 6 sec officers at 55 pop, since players above 60 pop are limited to observer only.