There are better choices than considering all anti-camp measures.
It is futile to consider anti-camp as the main axis. Because in the current environment, strategic camps and tunnels are essential for killer players to win.
If you don't, your rating will drop and you'll have to line up for a more boring match, but since it's a competitive game, it's unfortunate for both sides to have a clearly inferior opponent, and above all, it's putting the cart before the horse in a rating match. There is no excitement about victory that was promised from the beginning. Therefore, it is necessary to make full use of camps and tunnels.
I'd like to suggest the only clean way to address this.
It is a variable system based on the remaining number of survivors' basic ability values.
In other words, when everyone is alive, their abilities are inferior, for example, work efficiency is below the standard. I think that it fits human psychology that a feeling of tension runs more by one person's death, and a feeling of realization is demonstrated.
And the best aspect of this system is that killing one person haphazardly on the killer's side is not necessarily the plague option.
If work efficiency goes up, it's obvious that it's inefficient to focus on one person. If we don't increase the number of survivors who can be killed to some extent, the murderer himself will create a harsh environment after killing one person.
Although ability tuning is a necessary consideration, it is not hard to imagine that this will create tactical diversity. However, since there is no benefit to killing or wounding one person without planning, it is necessary to actively pursue survivors in order to win, so it is highly expected that this will be the foremost anti-camping and anti-tunnel system. Will.
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