Forcing a non-repeat of round types

A place to record your ideas for the game.
Post Reply
Bombadil
Joined: Wed Apr 23, 2014 12:23 am
Byond Username: Kromgar

Forcing a non-repeat of round types

Post by Bombadil » #56389

This has probably been discussed a few times. Not even sure if it is possible.


Pros
No repeat nuke ops 3x in a row
Better amount of roundtype variety

Cons:
Meta well we just had cult so there can't be a cult
Just had nuke ops so I dont need to defend the disc.
Planet Station Best Station

Vote Planetstation and Kor Phaeron 2017
User avatar
Balut
Joined: Wed Apr 23, 2014 2:22 am
Byond Username: Balut

Re: Forcing a non-repeat of round types

Post by Balut » #56406

Please no.

Also what. Was there ANOTHER Nuke Op round after I left?
"Yeah, they're kick-ass robot pilots!" "But they sing and dance!" "They launch from a secret base..." "...that's right under the opera house!"
Sakura Wars
Spoiler:
Malkevin wrote:
No no, I don't want to be surrounded by spergs
An0n3 wrote:
Why are you here then?
http://sam.wileycomputerworks.com/SS13/
soulgamer
Joined: Mon Nov 10, 2014 9:21 am
Byond Username: Soulgamergod

Re: Forcing a non-repeat of round types

Post by soulgamer » #56413

Nah this would let people meta too easily. Now maybe add some sort of script that causes a round to have a lower chance to be chosen for each time it runs in a row.

X% for the first time, X/2% for the next time, X/4% for the following. This way it would be rare but not unheard of for the rounds to be the same multiple rounds in a row.
Bombadil
Joined: Wed Apr 23, 2014 12:23 am
Byond Username: Kromgar

Re: Forcing a non-repeat of round types

Post by Bombadil » #56466

soulgamer wrote:Nah this would let people meta too easily. Now maybe add some sort of script that causes a round to have a lower chance to be chosen for each time it runs in a row.

X% for the first time, X/2% for the next time, X/4% for the following. This way it would be rare but not unheard of for the rounds to be the same multiple rounds in a row.
That is a better idea
Planet Station Best Station

Vote Planetstation and Kor Phaeron 2017
User avatar
DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: Forcing a non-repeat of round types

Post by DemonFiren » #56486

Yeah, do it this way.
Image
Image
Image
ImageImageImageImageImage

non-lizard things:
Spoiler:
Image
User avatar
cedarbridge
Joined: Fri May 23, 2014 12:24 am
Byond Username: Cedarbridge

Re: Forcing a non-repeat of round types

Post by cedarbridge » #56512

"Well, that sure was a great <rountype A here>, sure am glad this round won't be <roundtype A here>!"

No, knowing what the round type is not (outside of obvious low-pop where certain rounds cannot exist, is just as bad as knowing exactly what it is.
User avatar
Balut
Joined: Wed Apr 23, 2014 2:22 am
Byond Username: Balut

Re: Forcing a non-repeat of round types

Post by Balut » #56522

soulgamer wrote:Nah this would let people meta too easily. Now maybe add some sort of script that causes a round to have a lower chance to be chosen for each time it runs in a row.

X% for the first time, X/2% for the next time, X/4% for the following. This way it would be rare but not unheard of for the rounds to be the same multiple rounds in a row.
Please no.
"Yeah, they're kick-ass robot pilots!" "But they sing and dance!" "They launch from a secret base..." "...that's right under the opera house!"
Sakura Wars
Spoiler:
Malkevin wrote:
No no, I don't want to be surrounded by spergs
An0n3 wrote:
Why are you here then?
http://sam.wileycomputerworks.com/SS13/
User avatar
Phalanx300
Joined: Fri Aug 08, 2014 7:26 pm
Byond Username: Phalanx300

Re: Forcing a non-repeat of round types

Post by Phalanx300 » #56527

Bad idea, then you get meta "Oh it can't be Traitor since it was Traitor last round". Instead maybe increase the % of other roundtypes happening. Make it all more organic.
User avatar
cedarbridge
Joined: Fri May 23, 2014 12:24 am
Byond Username: Cedarbridge

Re: Forcing a non-repeat of round types

Post by cedarbridge » #56638

Delicious wrote:I don't see the problem with knowing one less roundtype possibility. There are enough other roundtypes that you won't be able to guess what the actual roundtype will be. You can already meta that it can't be multiple different roundtypes during low population rounds.
Providing metaknowledge of this sort to this playerbase is asking for trouble.

This is the same server that killed the antag letter from centcomm because somebody managed to successfully meta a wizard with it before they even landed on the station.
dezzmont
Joined: Wed Sep 17, 2014 6:07 pm
Byond Username: Dezzmont

Re: Forcing a non-repeat of round types

Post by dezzmont » #56690

You could always go with a sliding probability scale ala Dota 2. The idea is the real probability of a round type would be lower than its actual to start with but each time the round type doesn't happen the probability of it being the next round increases.

This makes triple rounds less likely, makes double rounds still entirely possible (especially for rounds with a high base chance) and ensures that rare round types actually happen at a reasonable rate.
User avatar
Balut
Joined: Wed Apr 23, 2014 2:22 am
Byond Username: Balut

Re: Forcing a non-repeat of round types

Post by Balut » #56724

PLEASE NO.
"Yeah, they're kick-ass robot pilots!" "But they sing and dance!" "They launch from a secret base..." "...that's right under the opera house!"
Sakura Wars
Spoiler:
Malkevin wrote:
No no, I don't want to be surrounded by spergs
An0n3 wrote:
Why are you here then?
http://sam.wileycomputerworks.com/SS13/
Lo6a4evskiy
Joined: Fri Apr 18, 2014 6:40 pm
Byond Username: Lo6a4evskiy

Re: Forcing a non-repeat of round types

Post by Lo6a4evskiy » #56778

Why would you want to fuck up round probabilities?
Post Reply

Who is online

Users browsing this forum: No registered users