At least two aliens must spawn at round-start instead of at least one

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Rahlzel
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At least two aliens must spawn at round-start instead of at least one

Post by Rahlzel » 16 Dec 2014, 22:21

I'm seeing these issues very often. The problems:
One alien spawns. They don't want to play as one. They disconnect. Round ends.
One alien spawns. They build up the hive for 20 minutes. All marines get ready - briefings, IDs, gear. Alien disconnects accidentally or on purpose. Round ends.
One alien spawns. They have no idea how to play as an Alien. They never infect Monkies and don't ask for advice in Ahelp (I've been sending Alien players tips if I see them wandering around aimlessly). There aren't any other Aliens to bug them about laying eggs or setting up a hive. Observers hoping to be an alien never get to play. Alien dies. Round ends.

The solution:
Choose from at least two players to be an alien instead of at least one.

The debate:
I completely understand that in small games with only a few players, starting with 2 aliens can be a drag on the Marine team. However, new players joining can start as a Marine, thus the Marines have the advantage. Furthermore, I believe that the downside of starting with a smaller marine team is less of a problem than the downside of having only one alien. It's the lesser of two evils. With only one alien, the entire round is dependant on many factors of that single player. Having two alien players greatly increases the potential longevity of every round while new players joining will be added to the Marine team.

Additional notes:
Due to the increase in starting aliens, it might also be a good idea to increase the minimum number of required players from 2 to 3. This way, with only two players ready to join the round, they both don't become an alien and the round doesn't immediately end.

Thoughts?
Last edited by Rahlzel on 16 Dec 2014, 22:22, edited 1 time in total.

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coroneljones
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RE: At least two aliens must spawn at round-start instead of at least one

Post by coroneljones » 17 Dec 2014, 06:39

Technicly,The alien number varies depending on the player numbers,and there will probably be ghosted/observers wanting to be xenos so,with the hive one they probably infected monkeys,and the disconnecting cause he didnt want to play alien,would probably get a ban,if an admin was online they would probably ahelp so they could get a change.
It all depends on the player numbers
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I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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RE: At least two aliens must spawn at round-start instead of at least one

Post by apophis775 » 17 Dec 2014, 15:44

Perhaps we should make it always at least 2 drones.

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RE: At least two aliens must spawn at round-start instead of at least one

Post by HyperPwner » 17 Dec 2014, 17:09

coroneljones wrote: Technicly,The alien number varies depending on the player numbers,and there will probably be ghosted/observers wanting to be xenos so,with the hive one they probably infected monkeys,and the disconnecting cause he didnt want to play alien,would probably get a ban,if an admin was online they would probably ahelp so they could get a change.
It all depends on the player numbers
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Wait, you get a ban if you DC? So a power cut/internet cut can get you banned? Does that mean I got banned for DCing the first round I played?
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RE: At least two aliens must spawn at round-start instead of at least one

Post by apophis775 » 17 Dec 2014, 18:15

No, you get banned if your like "OMG I NO WANT ALIUMS, GOODBYE"

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RE: At least two aliens must spawn at round-start instead of at least one

Post by Minimike » 17 Dec 2014, 20:57

Every 15 people, 1 more alium spawns

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RE: At least two aliens must spawn at round-start instead of at least one

Post by Caryl » 21 Dec 2014, 11:42

Its now 2 Aliens if < 10 Marines.
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RE: At least two aliens must spawn at round-start instead of at least one

Post by apophis775 » 22 Dec 2014, 12:22

Did someone change the code? Cause I didn't.

I'm not sure what I want for balance yet, I needs to think about it.

For example, I'm thinking of making it, the first 2 are always drones, any after, are larva.

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RE: At least two aliens must spawn at round-start instead of at least one

Post by Rahlzel » 22 Dec 2014, 15:31

apophis775 wrote: Did someone change the code? Cause I didn't.
Not to my knowledge. I think Caryl meant to reverse that less-than sign to say, "It's now 2 aliens if > (greater-than) 10 Marines"

On-topic: https://github.com/jaggerestep/Colonial ... issues/109

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