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## About The Pull Request Alright first thing's first -- `frequency_lower = 3 minutes -> 2.5 minutes` `frequency_upper = 10 minutes -> 7 minutes` There's also some autodocing/unsinglenamevaring of the events subsystem, and the event selection code has been moved to a pick_weight(). This should have no effect on summon events, since that sets the frequencies manually when triggered. ## Why It's Good For The Game The benign, fluffy events now heavily outweigh the truly destructive events in the pool. Even situationally destructive ones like the Supermatter Surge or Brand Intelligence provide players with a meaningful diversion to keep themselves occupied with. Having more things going on, and more for players to do, is a good thing. Reducing the potentially lengthy delay between random events should accomplish this without increasing the amount of chaos between rounds. Also, these values were changed 8 years ago, under the reasoning that "there are more random events now". We can safely say that there are even MORE random events now. I know changing something because it was changed in the past isn't a valid reason, but it's what set me down this road in the first place. As a reminder, ghost antag events are handled through dynamic (unless dynamic is out of threat), meaning this won't seriously affect how frequently you see antags. These values are, of course, subject to change in response to feedback, discussion, and maintainers yelling at me. ## Changelog 🆑 Rhials balance: Random event frequency has been adjusted to fire events more often. code: The event subsystem has been prettied up with comments and longer variable names. /🆑