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Introduce player classes: Runner, Drinker, Thrower #30
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Runners reduce enemy-team drink time. therefore the value will be normalized by the number of players. for runners, we could sample the normalized drinktime reduction from all players runvalue. Example:
Just the conversion from value to time is not obvious yet. |
My thoughts on this: The new running factor of the top 2 runners in each team is averaged to determine the team running factor. The base running factor is 1.0 and this is applied multiplicatively to the drinking time of the enemy team. Allrounders have no changes, normal hit rate and running factor (1.0) The reduction in hit chance with runners would have to scale with the number of players to preserve the expectation. Since that number might be difficult to determine, we could just use the hardcoded factor of 0.65 which means that for teams with 4 players or more, it is advantageous to have up to 2 runners. I wouldn't add drinkers, since this is already considered sufficiently by the real-world part of the simulation. |
Results form call from 10.6, Jan²:
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This is easy to balance:
These effects could be global or just for the next throw after or of the current player.
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