Reduce the amount of monkeys in the planet in low pop rounds.

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username123
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Reduce the amount of monkeys in the planet in low pop rounds.

Post by username123 » 15 Feb 2016, 09:11

Summary (a quick, 2-3 sentence summary):

There won't be more monkeys than all the poblation of the server in low pop rounds.

Benefits (How this will benefit the server and game as a whole):

Will increase the dificulty of how the aliens play in low pop rounds because right now aliens win 90% of the time in rounds with less than 30-40 players because they can simply kill the marines without the need to infect them for the amount of ssd larvas in the hive, also, aliens in low pop rounds don't care if they die, they have plenty of larvas to spawn.

Details (Description of how you think this would work, the benefits, etc):

Just reduce the quantity of monkeys/farwas and such in low pop rounds, can be either by code or by admins manually deleting the monkeys to a fair quantity.

Implementation (Optional, if you have an idea how to implement it):

By code or just an admin deleting monkeys manually.

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LordLoko
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by LordLoko » 15 Feb 2016, 10:13

-1

My main problem is that lowpop round usually become high-pop round i a blink of the eye.
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by MauroVega » 15 Feb 2016, 10:18

-1 Yeah i agree with Loko
Also most of the survivors if they don't camp sec they normally kill monkeys,while they travel
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sicktrigger
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by sicktrigger » 25 Feb 2016, 06:36

counterpoint: the lowpop slump can last hours and hours.

xenos having dozens of ssd mature larva just sitting in their hive is wrecking the balance of a lot of rounds lately. Marines can wipe out a huge clump of aliens in one go, and then 5 minutes later they will all just be back on their feet. Makes it real difficult for team human to gain any momentum.

I don't know if removing monkeys in lowpop rounds is necessarily the way to do it, but xenos having a huge pool of larva to draw from if any one of them dies is completely broken.
So this is what cluwning feels like?

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ZDashe
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by ZDashe » 26 Feb 2016, 06:19

I foresee that if the number of monkeys are adjusting for lowpop/highpop, the same issue of balance would persist. Imagine if lowpop flips over to highpop, the balance would tip in favor of Marines heavily because late Xeno players (ghosts) have no larva to join from, due to a cap on furry hosts upon worldgen.

So, -1 because marines got cloning capability, late joins and chance for ERTs to buff their numbers. Xenos only have larva and XRT (low chance).
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Egorkor
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by Egorkor » 26 Feb 2016, 08:43

the xrt has a bigger chance though, and ERTs aren't much of a boost either, not even iron bears.

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ZDashe
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by ZDashe » 26 Feb 2016, 09:45

Egorkor wrote:the xrt has a bigger chance though, and ERTs aren't much of a boost either, not even iron bears.
Really? I experience much more occurrences of human ERTs than XRTs though. Hmm..

Yea PMC ERT is the best you can have. Especially the sniper team variant.
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Derpislav
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by Derpislav » 26 Feb 2016, 10:47

Leave the monkeys like they are, ayys need them when most captured marines suicide. (Not that I blame the marines. I'm sure as hell going to suicide on my third escape attempt if I'm in a checkerboard with 3 praetorians around.)
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qsleepy
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by qsleepy » 26 Feb 2016, 14:13

-1 not an issue at all.
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Wickedtemp
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by Wickedtemp » 26 Feb 2016, 14:30

-1
Last I checked (this may have changed) but xenos pretty much only win on low-pop because on high-pop, they're outnumbered 6 - 1, in a game where one marine can solo an alien easily enough.

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Arachnidnexus
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by Arachnidnexus » 26 Feb 2016, 15:44

I'd rather have number of monkeys scale by server pop and additional monkeys get spawned if enough marines late-join rather than keep the number of monkeys on planet there are right now.

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Deadlymight
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by Deadlymight » 26 Feb 2016, 16:06

Aliens win on low pop beacuse most of the time there is no Command and marines are not organised. On high pop marines just use their high numbers and steamroll the aliens(most of the time). This is more of a balancing issue and test will have to be made to see if it will actually make a difference.
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by Jeser » 04 Mar 2016, 09:10

I agree, no Command on low-pops kills more marines than swarming aliens who come from monkeys. I don't see an issue here.
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forwardslashN
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by forwardslashN » 04 Mar 2016, 11:03

-1
I've seen a round with about 10 marines turn into a round with 60 marines. Once the monkeys are gone, it is far harder for aliens to replenish numbers than it is for marines.
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by Snypehunter007 » 13 Mar 2017, 20:49

Asking this to be locked.
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forwardslashN
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Re: Reduce the amount of monkeys in the planet in low pop rounds.

Post by forwardslashN » 25 Mar 2017, 10:14

Denied.
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