I know we already have the spawn delay cvar but this idea would be based on creating a new cvar: mm_spawn_delay_ctf
Value 0 would be off by default
Value 1 would be on
When the value of this cVar is set to 1 it will perform the following actions:
Count the number of players in the server that are not in spectate
Create a multiplier value by taking the number of players and divide by 2 (if player count is odd +1 to get a whole number when dividing)
Run the spawn delay algorithm to create the spawn delay dependent upon player count (algorithm below)
Spawn Delay Algorithm:
Spawn Delay = (Number of Players / 2) + mm_spawn_delay value
If the mm_spawn_delay value is equal to 3 then here are 2 examples below:
ie. 6 Players in a match, the ctf spawn delay would be (6/2) + 3 = 6 seconds.
ie. 7 Players in a match (add 1 since 7 is an odd number, the spawn delay would be (8/2) + 3 = 7 seconds
I know we already have the spawn delay cvar but this idea would be based on creating a new cvar: mm_spawn_delay_ctf
Value 0 would be off by default Value 1 would be on
When the value of this cVar is set to 1 it will perform the following actions:
Spawn Delay Algorithm:
Spawn Delay = (Number of Players / 2) + mm_spawn_delay value
If the mm_spawn_delay value is equal to 3 then here are 2 examples below:
ie. 6 Players in a match, the ctf spawn delay would be (6/2) + 3 = 6 seconds. ie. 7 Players in a match (add 1 since 7 is an odd number, the spawn delay would be (8/2) + 3 = 7 seconds
(request)