0% chance.

Technically you can start with any number of players though, assuming you
have a plugin that unlocks the maxplayer limit.

On Wed, Aug 15, 2012 at 12:07 PM, Benedict Glover <neobened...@hotmail.co.uk
> wrote:

>
> What are the chances of allowing a TF2 MvM server to start with more than
> 32 players?
>
>
> > From: fletch...@valvesoftware.com
> > To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
> > Date: Wed, 15 Aug 2012 15:55:49 +0000
> > Subject: [hlds_linux] MvM and maxplayers 32
> >
> > A note regarding 32-player servers and MvM:
> >
> > An MvM server will require about as much CPU usage as a 32-player PvP
> server.  However, the network utilization is significantly lower for
> obvious reasons.  Whether the max number of internal player "slots" is 6,
> 24 or 32, I think you'll agree is really an internal technical detail that
> would not be this much of a focal point in the discussion, in a perfect
> world.  It is understandable but unfortunate that currently pricing models
> are based on this, because this number is equivalent to "players" in PvP.
> >
> > Over time the smart server hosting company will bring their pricing
> structure in line with whatever the underlying resource utilization
> constraints really are, and whether CPU cycles or bandwidth are more
> scarce.  I think an MvM server will have performance characteristics
> somewhere between L4D and a 32-player PvP server.
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