diff --git a/Content.Server/StationEvents/Components/RampingStationEventSchedulerComponent.cs b/Content.Server/StationEvents/Components/RampingStationEventSchedulerComponent.cs
index db6ae3b75a14df..6b60b48bce5c79 100644
--- a/Content.Server/StationEvents/Components/RampingStationEventSchedulerComponent.cs
+++ b/Content.Server/StationEvents/Components/RampingStationEventSchedulerComponent.cs
@@ -10,14 +10,14 @@ public sealed partial class RampingStationEventSchedulerComponent : Component
/// Max chaos chosen for a round will deviate from this
///
[DataField]
- public float AverageChaos = 12f;
+ public float AverageChaos = 8f;
///
/// Average time (in minutes) for when the ramping event scheduler should stop increasing the chaos modifier.
/// Close to how long you expect a round to last, so you'll probably have to tweak this on downstreams.
///
[DataField]
- public float AverageEndTime = 90f;
+ public float AverageEndTime = 300f;
[DataField]
public float EndTime;
diff --git a/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs b/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
index a5dbe102ca133f..53e6a855c53e2d 100644
--- a/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
+++ b/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs
@@ -17,7 +17,7 @@ public sealed class RampingStationEventSchedulerSystem : GameRuleSystem
public float GetChaosModifier(EntityUid uid, RampingStationEventSchedulerComponent component)
{
- var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
+ var roundTime = (float)_gameTicker.RoundDuration().TotalSeconds;
if (roundTime > component.EndTime)
return component.MaxChaos;
@@ -69,7 +69,7 @@ private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerCompon
{
var mod = GetChaosModifier(uid, component);
- // 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
- component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
+ // 10-30 minutes baseline. Will get faster over time as the chaos mod increases.
+ component.TimeUntilNextEvent = _random.NextFloat(600f / mod, 1800f / mod);
}
}