Hmmm... 1:6 ratio during the game for every marines 6 spawned.. Hmmm... 200 divided by 6 is 33.33... Hmmm... 45 > 33.33... Hmmmm... Ah, ratio is written in Imaginary Numbers, I get it, simple Quick Mathsss: 2 + 2 = 4 + 1 + bemnomain facts and logic that's over 9000.
Of course that is hipotetical situation where there is no dead marines during the game.
Last edited by CABAL; 08-05-2019 at 11:16 AM.
dead marines dont reduce xeno larva spawn rate
also monkey bursts add to the ratio
no idea why you're trying to argue with a dev on this
Those factors are important and without acknowledging them it's easy to find something fishy about the ratio when they impact it.
Madventurer idea was to bound beno numbers to other factors than just amount marines roundstart and amount of marines spawned after that. Without that, benos can easly reach 1:2 ratio and crush marines with no effort, which should be something that even benomains shouldn't enjoy as each one of them says "I like my victories hard earned". Imagine the horror of being a combat beno and not having a chance to kill, or capture even one marine. Acid-proof tissues not included.
The main issue is that the balance of xeno-marine population is very fine line. If there's not enough xenos, they cannot stop the unga rush and they get overrun. If there's too many, marines can't leave FOB or they get overrun in turn.
In any case, I personally think xenos should start with rather low numbers, perhaps even less than 1:4, and over the round's duration, grow significantly in numbers, but perhaps not the amount of high tier xenos.
Best way would be to combo a ticking DEFCON score with a trickle of larvae for the xenos. Both sides are able to be more aggressive that way. It just needs to be slow enough that neither side gets overwhelmed, and camping in FOB / Hive is too boring to be a viable strat. Hence, marines get a ticking DEFCON, which leads towards the nuke, and xenos get more larva spawns the longer the rounds goes. Especially xeno larva rate should accelerate, since marines get Req's potentially crazy amounts of supplies.
TL;DR make both sides gain power as round goes on, and xenos to reach their peak numbers late in the round when marines likely have tank cannon or even nuke, for a glorious climatic fight.
Tyson 'Bunny' Sphere
That's half of the point. The initial xenos will be old T3s and T2s, while the new ones will be many T1s and younger T2s. Thus, we get a compromise between current elite xeno force and the faceless horde. The non-aged xenos don't have to be excellent, they're the horde part of the hive.
Tyson 'Bunny' Sphere