Wave balancing & other tweaks
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@@ -329,8 +329,11 @@ public class NetServer implements ApplicationListener{
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votes += d;
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voted.addAll(player.uuid(), admins.getInfo(player.uuid()).lastIP);
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Call.sendMessage(Strings.format("[lightgray]A player has voted on kicking[orange] @[].[accent] (@/@)\n[lightgray]Type[orange] /vote <y/n>[] to agree.",
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target.name, votes, votesRequired()));
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for(Player other : Groups.player){
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other.sendMessage(Strings.format("@[lightgray] has voted on kicking[orange] @[].[accent] (@/@)\n[lightgray]Type[orange] /vote <y/n>[] to agree.",
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other.admin ? player.name : "[lightgray]A player",
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target.name, votes, votesRequired()));
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}
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checkPass();
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}
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@@ -252,7 +252,7 @@ public class DefaultWaves{
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//max reasonable wave, after which everything gets boring
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int cap = 200;
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float shieldStart = 30, shieldsPerWave = 12;
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float shieldStart = 30, shieldsPerWave = 15 + difficulty*20f;
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Intc createProgression = start -> {
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//main sequence
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@@ -271,7 +271,7 @@ public class DefaultWaves{
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unitAmount = f == 0 ? 1 : 10;
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begin = f;
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end = f + next >= cap ? never : f + next;
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max = 16;
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max = 20;
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unitScaling = Mathf.random(1f, 2f);
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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@@ -283,7 +283,7 @@ public class DefaultWaves{
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unitAmount = 6;
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begin = f + next;
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end = f + next + Mathf.random(8, 12);
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max = 10;
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max = 14;
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unitScaling = Mathf.random(2f);
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spacing = Mathf.random(2, 3);
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shields = shieldAmount;
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