ERT Scaling

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driecg36
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ERT Scaling

Post by driecg36 » 03 May 2017, 23:54

Summary (a quick, 2-3 sentence summary): Size of ERT scales with server pop. Higher pop, more ERT, instead of just 5 every round.

Benefits (How this will benefit the server and game as a whole): 5 ERT on a 200 pop round is like a drop of water in an ocean. Raising the ert pop would actually allow more players to be ERT, reducing the chance of a completely incompetent ERT team, and allow it to make more of a difference.

Details (Description of how you think this would work, the benefits, etc): Pretty simple. More people=more ERT.

Implementation (Optional, if you have an idea how to implement it): We already have a bunch of things that are dependent on server pop, this shouldn't be that hard to implement.
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TheMaskedMan2
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Re: ERT Scaling

Post by TheMaskedMan2 » 04 May 2017, 00:08

Neutral, mostly because Instead of straight up increasing ERT pop I would rather have an entire ERT rework.
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Snypehunter007
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Re: ERT Scaling

Post by Snypehunter007 » 03 Jun 2017, 17:32

ERTs aren't supposed to massively change the round.

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Garrison
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Re: ERT Scaling

Post by Garrison » 03 Jun 2017, 17:42

I apologize in advance for being "that guy" but what are ERT's intended to be then? A last line of defense? Something to make the Xeno snowball roll harder (XRT)? or to completely change the theme of the game? (Death Squad/Iron Bears)


While this does seem like a good idea.. the only thing that gives me pause to this, is if it were implemented, we would be seeing massive XRT's when the marines are on their last legs. While it would ensure the round ends quickly, I don't see it being very fun for the marines.

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