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Feedback - Capture Mechanics


KFS1
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The problem is that there is NEVER an over pop balance of 1 to 6. EVER. So a sliding scale would have no impact on that local imbalance. Further' date=' the sliding scale would be almost impossible to manage locally without causing players to game it.[/quote']

gopher as you prob realize , I was using an "extreame" to show the validity

you and all other realize , 2 or 3 to 1 is easily a common occurance , and a sliding scale depending on population differences , will be the only way for the underpop side to stand a "fighting chance" at "holding towns" by the slider sliding cap timers to 1/2 or 1/3rd when that underpop (from 8 minute solo cap timer to 3-4 minutes , when that drasticly out numbered)

its basically the same suggestion I made that allows removal of spawn delay , limit equiptment by ammount of overpop = when you have 20 guys online and Ive only 10 you only get 50% the equiptment

players might not like it , but as the last "mini campain" proved , limited equiptment gets players side swapping (self balancing) like nuthing yet implimented

its not like its impossible or hard to do you already have the counter installed for side counting (spawn delay) , simply tie it to the code for the other area's where its needed

(I do realize war isnt fair , but without some sort of "balancing modifiers"(spawn delay dont do it its just annoying) that the games population have been asking for since I joined , what point is there to even logging in when low pop , thus exaserbating the low pop problem)

clearly telling players , you involvement online in underpop is as valuable as 2-3 players on the overpop side (overpop ammount at that limit of coarse) , is how you effect "balance" , that the communities been crying for

but Ive finished my point on that , the rest of the changes are Nice as well , well done so far

Edited by mangl
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I think that if these mechanics are going to remain this long,(capture) spawn delay should be done away with. I mean how much of a crutch does underpop deserve?? at the risk of reducing your game to a crawl??

I don't think every1 (including the rats) should be forced to cator to this "problem" this much. WHY?? Because the real problem is a lack of organization on the underpop side. I work with friends on the map...friends that are recruiting to their squads all the time. it's common place for us to defend a town w/5-6 ppls from a much larger force & succeed....b4 the cap mod!!

That's what promoted "Teamwork" to me!! It's called "risk/reward". Either organize your pals quick or lose your town...

Now that's my story, & I'm stickin to it!! :D

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