Re: CAST CAPS

(Anonymous) 2024-08-11 05:16 am (UTC)(link)
OP here and it's interesting to see all the options and reasons in this thread.

What about figuring out a good starting cap, though? Games can get bigger, or be smaller than planned.

Should games shift a cast cap to be bigger (to accommodate more players) if the game gets bigger, or shrink down a cap if the game is smaller than expected?

Re: CAST CAPS

(Anonymous) 2024-08-11 05:34 am (UTC)(link)
100% situational because you have to be able to read how much interest is still in your game and if you really want to know you'd have to see what canons people are wanting to get into your game

Re: CAST CAPS

(Anonymous) 2024-08-11 09:57 am (UTC)(link)
it's generally a good idea to have at least some initial starting cap because people get really pissy if you introduce one without warning, but it is your game at the end of the day so you can do what you want. i know some mods wait to see what the opening tdm is like to make a decision. if your tdm is flooded by one cast you might want to decide to put a cap on it for instance just in case. but if it's small and slow you might not need to bother.

Re: CAST CAPS

(Anonymous) 2024-08-11 10:53 am (UTC)(link)
I think the person who suggested a percentage largely had the right idea. That way your cap can grow/shrink with your game if it balloons or deflates accordingly. Just keep a visible note on the taken page and app announcements so people are aware of its current status