# Scaling infected speed balance suggestion

**URL:** <https://forums.pixeltailgames.com/t/scaling-infected-speed-balance-suggestion/47509>\
**Category:** Virus Suggestions\
**Created:** [April 18, 2023, 3:53am UTC](https://forums.pixeltailgames.com/t/scaling-infected-speed-balance-suggestion/47509 "2023-04-18T03:53:46Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![AresX905](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/aresx905/32/20465_2.png) [@AresX905](https://forums.pixeltailgames.com/u/AresX905)\
**Post date:** [April 18, 2023, 3:53am UTC](https://forums.pixeltailgames.com/t/scaling-infected-speed-balance-suggestion/47509/1 "2023-04-18T03:53:46Z")

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# My GENIUS idea

So after enraged solo infected gets one person, in larger lobbies they’re just kind of out of luck. Why not give a sort of scaling enrage tied to the ratio of infected to survivors? Once numbers get to around 50/50 or 60/40 infected to survivor, maybe set them to base speed? It would solve the issue of low infected counts essentially being impossible to win with.

For example in a full lobby(i dont know the actually speeds):  
1 zombie enrage is 50% extra speed and more health  
2 zombies 30% extra speed  
\<50%of players infected 15% speed  
50% or more infected, no speed boost
