Lobby Settings: Adjusting Game Parameters
The heart of a great Among Us game often lies in its settings. As a host, you have the power to tailor the gameplay experience to your group's preferences, influencing everything from the number of Impostors to the speed of the game. This section explores the various lobby settings and how they impact gameplay.
Customizing lobby settings allows you to fine-tune the Among Us experience, making it more challenging, more casual, or more focused on specific aspects of the game. Understanding these parameters is key to creating the perfect game for your friends or for public lobbies.
Key Lobby Settings and Their Impact:
When you create a lobby, you'll encounter several options to adjust:
| Setting | Description | Impact on Gameplay |
|---|---|---|
| Map | Choose the map for your game (The Skeld, Mira HQ, Polus, The Airship). | Each map has a unique layout, task distribution, vent connections, and strategic points, sificantly altering gameplay. The Airship, for example, is much larger and more complex. |
| Number of Impostors | Set how many Impostors will be in the game (1, 2, or 3). | More Impostors increase the chaos and difficulty for Crewmates, leading to faster games and more frequent kills. Fewer Impostors make it easier for Crewmates to deduce and vote out suspects. |
| Max Players | Determine the maximum number of players allowed in the lobby (4-15). | Higher player counts generally mean more tasks, more potential witnesses, and a greater challenge for Impostors to achieve their win condition by outnumbering Crewmates. |
| Confirm Ejects | When enabled, the game reveals if the ejected player was an Impostor or not. | Enabled: Provides immediate feedback to Crewmates, helping them learn and adapt. Impostors know if their deception worked. Disabled: Increases the mystery and can lead to more strategic play, as Crewmates don't know if they just ejected an Impostor or an innocent. |
| Emergency Meetings | Set the number of emergency meetings each player can call per game. | Fewer meetings mean discussions are more precious and players must be more judicious. More meetings allow for more frequent discussions and voting opportunities. |
| Emergency Cooldown | The time players must wait between calling emergency meetings. | A shorter cooldown allows for more frequent discussions, while a longer cooldown makes each meeting more impactful and strategic. |
| Discussion Time | The duration players have to discuss during meetings. | Longer discussion times allow for more in-depth analysis and accusations. Shorter times force quicker decisions and can lead to more impulsive votes. |
| Voting Time | The duration players have to cast their votes during meetings. | Similar to discussion time, longer voting periods allow for more deliberation, while shorter periods can lead to rushed decisions. |
| Player Speed | Adjusts how fast players move across the map. | Higher speeds make the game faster-paced, allowing players to complete tasks quicker and Impostors to move between kills more easily. Lower speeds can make the game feel more deliberate and strategic. |
| Crewmate Vision | Adjusts the radius of vision for Crewmates. | Lower vision makes it harder for Crewmates to see Impostors or each other, increasing the effectiveness of stealth and sabotages like Lights. Higher vision makes it easier to spot suspicious activity. |
| Impostor Vision | Adjusts the radius of vision for Impostors. | Impostors generally have higher vision than Crewmates, allowing them to scout and plan kills more effectively. Adjusting this can balance the game. |
| Kill Cooldown | The time Impostors must wait between kills. | A shorter cooldown allows Impostors to be more aggressive, while a longer cooldown forces them to be more patient and strategic with their kills. |
| Kill Distance | Determines how close an Impostor needs to be to kill a Crewmate. | A shorter distance requires Impostors to be very close, while a longer distance allows for kills from slightly further away, making it harder for Crewmates to escape. |
| Visual Tasks | Enable or disable tasks that have a visual animation confirming completion. | Enabled: Allows Crewmates to prove their innocence. Impostors cannot fake these. Disabled: Makes it harder for Crewmates to prove innocence and for Impostors to be caught faking. |
| Task Bar Updates | When the taskbar updates (e.g., "Tasks Updated," "Tasks Complete"). | Always: The taskbar updates in real-time, showing progress instantly. Meetings: Updates only during meetings. Never: The taskbar does not update at all, making it impossible for Crewmates to gauge overall progress. |
| Common Tasks | Whether all players have the same common task. | Enabled: All players have the same common task (e.g., Swipe Card), making it easier to coordinate or spot fakers. Disabled: Each player has their own set of tasks. |
| Long Tasks | Whether players have long, multi-step tasks. | Enabled: Adds more complex tasks that take longer to complete. Disabled: All tasks are short and simple. |
Experimenting with these settings is key to finding the perfect balance for your group. A common setup for a balanced game might include 2 Impostors, 10 players, and moderate settings for vision, speed, and cooldowns.