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| Red Orchestra - Map and Mod Development Discussion on the development of new maps mods and mutators for Red Orchestra. |
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#1 (permalink) |
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Join Date: Sep 2005
Posts: 152
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Reinforcment timer in relation to total gameplay
Let me just post up some figures.
In a twenty minute game, with reinforcment timer set at once every 20 seconds, there is a group of reinforcments 60 times in the game. In a twenty minute game, with reinforment timer set at once every 60 seconds, there is a group of reinforcments 20 times in the game. What that means is, one person can only die a maximum of twenty times with the new timer, wheres in the old one a person could die a maximum of sixty times, if the map time is constant. Should we also change the percentage of reinforcments to reflect this? There will be, on average, 1/3rd fewer deaths with the new timer. Knowing this, should we change the reinforcemt percentage by 1/3rd for each side? ([time in minutes] X [60 seconds]) / [timing of reinforcments in seconds] = Max number of Spawn Waves |
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#2 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Reinforcment timer in relation to total gameplay
Quote:
If we start to see problems either way (too many or too few reinforcements), then this is definitely something to look at. |
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