Raise Minimum Players/Force Heads in Rev

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Tunder
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Raise Minimum Players/Force Heads in Rev

Post by Tunder » #94886

Rev is shit and not balanced at all on low pop. Rev is shit and not balanced at all when there are only a few Heads.

It has been like this forever.

Please alter it to cover these very common and very glaring scenarios.
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invisty
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Re: Raise Minimum Players/Force Heads in Rev

Post by invisty » #94895

The sooner rev is replaced with gang the better.

Rev has never been a good game mode, and it's unlikely that it ever will be.
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Re: Raise Minimum Players/Force Heads in Rev

Post by Tunder » #94897

invisty wrote:The sooner rev is replaced with gang the better.

Rev has never been a good game mode, and it's unlikely that it ever will be.
Rev makes for the most amazing stories and massive fights in SS13.

But only when there are enough Heads and Sec to oppose them.
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Re: Raise Minimum Players/Force Heads in Rev

Post by Incoming » #94898

The number of rev heads actually can't exceed the number of heads in a round, if there's only one head there's only one rev head. That's a thing that already exists.

The roughly 50% win rate makes me think rev is actually pretty well balanced. Not every round of it can be a winner though in terms of fun, but then that's true of any game mode.
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Re: Raise Minimum Players/Force Heads in Rev

Post by Incomptinence » #94907

You would need to force heads/sec every round so people couldn't meta it.

Like goon used to force captain every round because on the off chance it was ops some of their space exposed bridges just got blitzed too fast.
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Re: Raise Minimum Players/Force Heads in Rev

Post by invisty » #94931

Incoming wrote:The roughly 50% win rate makes me think rev is actually pretty well balanced.
Food for thought: What factor should win rates have in determining how well a game mode is balanced?
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Re: Raise Minimum Players/Force Heads in Rev

Post by Incoming » #94942

Usually? not very.

Rev is kind of a special case here though, as there's very little you could actually do to change balancing. They have very little special going for them, their ability to win comes from whatever/whoever they can get their hands on.

So a 50% win rate is preferable here because it means that rev rounds aren't consistently stomps for either side, even if stomps happen on both sides sometimes. I'm saying if the outcome was predictable it would be boring for everyone, and then something would have to be done.
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Re: Raise Minimum Players/Force Heads in Rev

Post by Scones » #94944

rev rounds are either blitzkrieg stomps for either side, or protracted wars of attrition with huge braindead numbers and wins being decided by who gets bored first
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Re: Raise Minimum Players/Force Heads in Rev

Post by Steelpoint » #94945

Under what circumstances are revs winning and losing? I can't access the stats right now but what if revs do very well in some circumstance and poorly in other circumstances? Such as high pop or low pop.
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Re: Raise Minimum Players/Force Heads in Rev

Post by lumipharon » #94946

If there is little sec, revs win always. There's simply no opposing force and they just snowball and rape.
If there's a lot of sec, and they aggressively implant the shit out of people, it's extremely hard for revs to get the numbers to win.

Another big part is how soon they go loud.
If revs get spotted early, it hurts them a lot.
If sec only finds out after there are 20+ revs, sec will struggle no matter how competent they are.
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