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Add Round End gameplay #511
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I disagree. It should be a focus to encourage people to join the already ongoing round, even 2 - 3 hours in. There is no incentive for people to join current ongoing rounds, because most of the spots have been looted, trees and plants are cut, and the map is littered with guts and shit from decomposed bodies. It would be a good start to solve some of these problems first:
I agree however with adding objectives to major faction, which completion would trigger round's end. But it should be something hard and elaborate, to prevent meta-rushing end of the round. Also global events would be good on their own. Like each 2 - 3 hours something happening, which would change rest of the round or affect everybody, so they would be forced to adapt it for some time.
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All of these things are planned or semi implemented in some way. However our intent is not for peristent or extremely long form rounds. Rounds should still have an end so that a new round may start and players can reshuffle their roles. Imagine you only get 1 day a week to play games and you really want to play as an NCR Officer but the round lasts for 8 hours so you don't get to. There is a place in this world for long form storytelling or persistence and we have discussed it previously, but for now a disaster to end the round and force people to react seems like a logical way to end a round. Maybe the times are off by an hour but still.
Hope that clears up some of your concerns. It's all a WIP and unless someone actually codes in round end gameplay, we rely on admins or players to end rounds and that leads to incredibly long rounds. |
# Description Fixes job requirements using wrong locales Happened because one function had role-timer- as its default locale prefix and the other that called the first had null as the default. --- <details><summary><h1>Media</h1></summary><p> ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/0d02c40a-a58f-4b48-89f5-e0a6b4ff75b9) ![image](https://github.com/Simple-Station/Einstein-Engines/assets/69920617/f3b651dd-492e-47c0-aa9f-74998c78f792) </p></details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Job requirements are now displayed correctly.
Rounds are currently lasting 4-5+ hours and this is far too long. Rounds should be topping out at 4 hours absolute max.
At the 3 hour mark the round end countdown should be triggered. This allows for up to 30 minutes of events to slowly start happening to increasingly point towards a catastrophe.
By around 3 hours 20, players should get an overt announcement telling them of an impending issue. This may be accompanied by a hint of what the escape vehicle will be so people know where to head to.
3 hours 25 - Escape vehicle arrives or is activated. You now have 5 minutes to get to it or seek appropriate shelter.
3 hours 30 - Catastrophe happens. This can be a nuke detonating on the map, an earthquake or extreme radstorm.
There is then a period of roughly 10 minutes for people to survive in the aftermath of the event. Most people should die in this time if they didn't seek appropriate shelter. Round ends at 3 hours 40 unless extended for some reason.
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