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03-29-2006 04:10 PM #1
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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03-29-2006 04:15 PM #2
Re: Reinforcment timer in relation to total gameplay
Nice post, Kaine! My opinion is to let it ride for a while so we can see how games play out. Last night, the Germans ran out of reinforcements on Konigsplatz with about four minutes left. I also saw a few other maps where reinforcements got below 10% near the end of the map. In my mind, this is about right so far.
Originally Posted by Kaine904
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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03-29-2006 04:18 PM #3
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03-29-2006 04:19 PM #4
Re: Reinforcment timer in relation to total gameplay
Thats the thing, round duration is also hard coded, but we can change it with a mutator.
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