1 |
Why not add some dynamic metal to it?
|
1 |
Why not add some dynamic metal to it?
|
2 |
\n
|
2 |
\n
|
3 |
If
teamsize
is
greater
than
3,
then
metalmult
=
teamsize/2
else
metalmul
=
1.
Then
just
set
all
the
mexes
to
1*metalmult
and
1.
5*metalmult.
In
a
6v6,
this
would
produce
mexes
with
3
and
4.
5.
|
3 |
If
teamsize
is
greater
than
3,
then
metalmult
=
teamsize/2
|
|
|
4 |
else metalmul = 1. Then just set all the mexes to 1*metalmult and 1.5*metalmult. In a 6v6, this would produce mexes with 3 and 4.5.
|
4 |
\n
|
5 |
\n
|
5 |
This way metal scales with game size. The 6v6 situation would give mexes with 0.5ea and 0.75ea.
|
6 |
This way metal scales with game size. The 6v6 situation would give mexes with 0.5ea and 0.75ea.
|