Closed PowerfulBacon closed 2 weeks ago
Actually running the dynamic simulations still seems to spawn too much, I'm going to make it so that for a ruleset to trigger, previous midround situations need to be resolved. nevermind, I can't be bothered to do this yet, let's just see how this goes
We really need some heuristic that prevents more things from being roled if the number of dead people is trending higher than a specified desired amount, or the number of new antags is trending too highly.
We really need some heuristic that prevents more things from being roled if the number of dead people is trending higher than a specified desired amount, or the number of new antags is trending too highly.
Wouldn't it be also good to take into account sec-command too? Station crew might be alive and well but security might be laying dead alongside HoS and Cap and that's less than 10 people
As for '' spawning whatever it wants.'' Does that mean that it could suddenly pick a late ling or something like that or is it focused only on midrounds, i don't know if you could give me an example on how would a round look like at the end of report
It can only spawn mid-rounds. See the attached json file for some examples of what it is capable of. These were generated from simulations with the following assumptions:
I don't necessarily agree with your reasoning on some of the dynamic stuff that's not related to this PR but I don't really see a problem with this specifically.
Per discussion - might consider the removal of fugitives and prisoner from the pool. Aside from a few of us agreeing on those two not necessarily being great as late-round spawns, there was a general agreement that widening the pool was probably a good move so I'm going to go ahead and merge this.
In addition to those two: nightmare, revenant, and abductors were brought up as not being great for late-round by one person, and pirates by a different person.
About The Pull Request
Dynamic lategame will now just grant it infinite threat to spend, but won't force it to pick chaotic gamemodes.
This is a balance between outright removing it (which enters a problem with dynamic where it can't spawn anything after 100 minutes) and the current state.
Why It's Good For The Game
Should hopefully ease up some tensions that come from dynamic lategame. This isn't a solution to the problem, and dynamic still has serious flaws that need to be resolved.
For the sake of argument, these are the flaws with dynamic that I think need resolving:
Testing Photographs and Procedure
dynamic_simulations.json (Open it by dragging the file into firefox)
Changelog
:cl: tweak: Dynamic will no longer be forced to run high-impact rulesets after 100 minutes, and will instead resort to spawning whatever it wants. /:cl: