Round pace and length

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Luke Cox
Joined: Sat Dec 06, 2014 8:52 am
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Byond Username: NocturnalQuill

Round pace and length

Postby Luke Cox » Fri Aug 24, 2018 9:22 pm #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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Joined: Mon Apr 28, 2014 6:13 pm
Byond Username: Stickymayhem

Re: Round pace and length

Postby Stickymayhem » Sat Aug 25, 2018 3:47 am #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.


Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be

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Code Maintainer
Joined: Sat Aug 04, 2018 9:07 pm
Byond Username: Rohesie

Re: Round pace and length

Postby Rohesie » Tue Aug 28, 2018 2:19 pm #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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