There's a lot you can mess around with. Most of it is in cvars for conveninence and run-time tweakability. Everything has sane defaults, so it's perfectly reasonable to take the buff bot for a spin without changing any of these.
- sm_ccc_carnage_initial: 0 normally, but you can have players start with some carnage points. Setting this to the same as sm_ccc_carnage_required will allow players one free roulette spin on joining, and any time teams are reorganized. (Including if a player simply chooses to change team.) Best to keep this at zero generally.
- sm_ccc_carnage_per_{kill, assist, solo_kill}: By default, these are the same as the score gained (two for a kill whether assisted or not, and one for an assist); a viable tweak would be for a solo kill to claim all three points as if you were both the killer and assister.
- sm_ccc_carnage_per_taunt_kill: Since taunt kills are hard to get, this defaults to 10, enough to grant you an immediate spin. (Note that some other special kills also qualify, such as telefragging. They give the same points.)
- sm_ccc_carnage_per_death: 3 by default, but could easily be higher or lower. Setting this equal to carnage_required guarantees a roulette spin any time you die. Having this higher than the kill score compensates some for the time spent respawning. Note that suicide doesn't grant any score, but getting finished off does (and also grants the killer points, of course).
- sm_ccc_carnage_per_{building, sentry}: Taking down an engineer's building or a spy's sapper counts as a little kill. Taking down a sentry gun counts as a full player kill (2 points). Equally viable options: guns count as kills, but others don't (carnage_per_building 0); or all buildings score equally (carnage_per_sentry 1).
- sm_ccc_carnage_per_ubercharge: Normally zero, and best to keep it that way, but if you really feel the need to reward a Medic for doing his job, set this to maybe 1 at most. Bear in mind that a medic should be scoring assists, so a well-timed Uber should result in a decent carnage score for the Medic. During setup time, a Medic can build and discharge Uber more than once, thus cranking up carnage points somewhat unfairly.
- sm_ccc_carnage_per_upgrade: Also normally zero, and definitely best to keep it disabled. The same concerns about ubercharge apply here too, plus the extra problem that, even after setup time, an engineer can easily build his buildings in useless places. If this is set to any value at all, it should be extremely low, and since all values are integers, that means every other score needs to be increased to compensate.
- sm_ccc_carnage_required: 10 normally, and sets the overall scale of the numbers. Every value above can be viewed as a fraction of this (for instance, a kill is 20% of the requirement, and a death is 30%), so if you need finer grained control, increase this (eg to 100) and then increase everything else accordingly (perhaps set kills to 20, but deaths to 33). NOT RECOMMENDED: Setting this to zero will allow everyone to just spam !roulette to their hearts' content, making the entire carnage system immaterial, and negating several of the deleterious effects (doesn't mean much to be marked for death if you have ubercharge, for example).
- sm_ccc_buff_duration: 30 seconds by default. Whatever buff or debuff you get, it lasts this long. Effects can be terminated prematurely, often by touching a resupply locker; some effects have their own cutoffs too (eg invisibility, which ends immediately upon attacking).
- sm_ccc_crits_on_domination: 5 seconds by default. Be aware that, despite this cvar's name, not everyone gets crits; some classes get mini-crits for twice this duration, or other buffs. See the source code for details. Don't set this to high, or dominations will simply cascade, letting one team utterly crush and, well, dominate.
- sm_ccc_domheal_amount and sm_ccc_domheal_percent: 20 and 0% by default. When domination crits trigger, medics instead receive a spike of overheal plus a short duration ability to repair friendly buildings by being near them. Each second, all buildings within 450HU of the medic will gain *_amount hitpoints and *_percent of their max hitpoints. Recommend using one or the other, not both, as it would be potentially confusing (though it will work correctly).
- sm_ccc_bot_roulette_chance: 20% by default. Since humans are notoriously bad at noticing when they can pop !roulette but bots can perfectly track their points, it's unfair to have the bots automatically roulette the instant they can. Every time a bot gains points, it has this chance of popping a roulette (if it doesn't, it keeps the points for next time). Setting this to 0 will prevent bots from using the roulette wheel at all.
- sm_ccc_koth_override_timers: Normally unset (0); if set to any positive value, will force KOTH maps to start with that much time on each clock.
Note that using !roulette or !gift will always consume ALL of your carnage points (unless you don't have enough). Having triple the required points does not allow you to give three gifts, so just pop it whenever you think it'll be useful.
When you spin the roulette wheel, you could get something good or something bad. Within each category, a selection of effects will be picked from with uniform probability, but the categories themselves are tweakable:
- sm_ccc_roulette_chance_good: 64 by default - chance of something good.
- sm_ccc_roulette_chance_bad: 30 by default - chance of something bad.
- sm_ccc_roulette_chance_weird: 5 by default - chance of something odd.
Gift-giving has its own set of knobs. Instead of having some chance of a good result and some chance of bad, the gift is guaranteed to be good, but might go to your opponents. Every player who's alive and in the game is given a certain number of raffle tickets, and the winning ticket grants the buff. How many tickets? That depends on whether you're friendly or not, and whether you're a human or not. (Don't worry, we don't make you do a CAPTCHA.)
- sm_ccc_gift_chance_friendly_human defaults to 20
- sm_ccc_gift_chance_friendly_bot defaults to 2
- sm_ccc_gift_chance_enemy_human defaults to 10
- sm_ccc_gift_chance_enemy_bot defaults to 1
On servers with huge bot counts (eg two humans and thirty bots), the human scores may need to be increased; on servers where bots just pad out the numbers when there are imbalanced humans, the human/bot discrepancy could be reduced. Keeping the friendly/enemy ratio at about two to one is recommended; it should be approximately the same as the good/bad ratio on the roulette wheel.
Further tweakables that are not easy to make into cvars:
- Variable buff durations (eg you get 10 secs of Uber, but 25 of Crit-A-Cola)
- The set of buffs distributed
- Buff incompatibilities (eg "if you have 100% Crits, don't drink Crit-A-Cola")