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# System prepended metadata

title: Dynamic 2022 (Mothblocks)
tags: [Dynamic]

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---
tags: Dynamic
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# Dynamic 2022 (Mothblocks)

Any numbers you see here are **placeholder**, and only exist to give a mental model of what the changes will be like in real gameplay.

## A. Ruleset Buckets

Currently, adding a new antagonist drops the pickrate of *all* antagonists. This makes balancing weights not future-proof, and means intentionally rare rulesets, such as cult/wizard, become much rarer than they are intended to be.

### Solution

The solution to this is to separate antagonists from one large pool into smaller buckets. Dynamic will now choose a bucket first, then pick from inside the buckets.

Percentages are not included in this document. It should not be assumed that all have equal chances, heretics will have a much higher chance than changelings, for instance.

- Traitor
    - Its own bucket, because traitors are important.
- Side antagonists
    - Changeling
    - Heretic
    - Blood brothers
    - Thieves
- High-impact antagonists
    - Wizard
    - Cult
    - Nuclear operatives
    - Revolution
    - Families
    - Malfunctioning AI

## B. Midround Roll Changes

Currently, after a random timespan (15 to 35 minutes on LRP, IIRC, higher on MRP), a percent chance is rolled to see if a midround should spawn. This considers several factors in the round, such as number of people dead, number of antags alive, etc.

This often does a good job of matching the pacing of the round, but too often will a midround not roll when it could have, resulting in a ~30 or so minute wait for the next chance.

Midround chances also vary in their impact on the round drastically. A new sleeper agent affects the round significantly less than a blob, but both will delay the next roll by the same range, and both will be delayed by the same range.

Lastly, having a lot of midround threat has far more diminishing returns than having a lot of roundstart threat, precisely because midrounds are not guaranteed to roll, and might not be very common.

### Solution

#### 1. Split midround rulesets into high/low impact

First, midround rulesets will be split into low/high impact categories. For example, sleeper agent and midround thief would be classified as low impact, while blob/ninja would be classified as high impact.

This split will then be used to spawn lower impact antagonists earlier into the round, and higher impact antagonists later into the round.

- Midrounds before 25 minutes = 100% low impact / 0% high impact
- Midrounds from 25-60 minutes = Varying chances, increasing in favor of high impact after enough time
- Midrounds from 60+ minutes = 0% low impact / 100% high impact

Low impact threat rulesets are guaranteed to roll if there is enough threat. High impact threat rulesets will carry the same % chance as they do now. If a high impact threat ruleset cannot be rolled, but there is enough threat, a low impact threat ruleset will roll in its place. In the future, this can potentially be changed into not spawning any ruleset if the station is deemed extremely hostile, or even be tweaked into spawning protagonists like ERTs.

Alongside this, rulesets should be able to determine their minimum time required. For example, nuclear assault has terrible numbers--it's very high cost, and very low weight, which are basically the only variables it can configure. In Dynamic 2022, it should be able to have low cost, still low weight (though maybe nto as much), while only being rollable after 70 minutes or so.

#### 2. Midround antagonists now roll as intervals, determined by midround threat

In order to make sure 50 midround threat spawns more antagonists than 10 midround threat, the intervals at which midround threats are spawned will change from 15-45 minutes to increments determined by midround threat. Larger midround threat = more, close intervals, smaller midround threat = less, farther intervals.

For example, 30 midround threat might split into the following:
- 10-15 minutes (guaranteed low impact)
- 25-35 minutes (probably low impact)
- 45-55 minutes (probably high impact)
- 65-75 minutes (definitely high impact)
- 85-95 minutes (definitely high impact, round should be wrapping up by now)

While 10 midround threat might split into:
- 25-35 minutes (probably low impact)
- 55-65 minutes (probably high impact)

Any threat not spent on midrounds will still be carried into latejoins, which as before will still consume midround threat, and are unchanged by this document.
