View Full Version : Population Fix
KIAsan
2004-06-23, 03:08 AM
Since Spork has announced they are working on how to fix population problems, I figured I would post one myself. This idea wouldn't necessarily fix global populations, but would allow those empires on their last legs (read last continent) a chance to hang on and eliminate the worries over getting folks locked out of a battle.
Simply put, how about lifting the population caps for the empire that has only 1 cont. In effect, this would allow them to temporarily flood that last cont with every availble person (and allow pass thru to other continents). This would keep up until a base on another continent was captured, then the pop caps would go back into place. This would also allow each empire to keep at least one continent, no matter how bad the global population was and would prevent the situation where the last cont is locked, so new players to the game aren't stuck in sanctuary.
I know this would effectively do away with last stand warp gates, but it would eliminate some frustrations that lower population empires are experiencing. Since there are three warpgates out of most continents, this would also allow attacks in three directions at once (assuming that last continent was capped). Now this wouldn't necessiarily mean a return to home continents, but it would allow for some stability and ability for everyone to play.
Thoughts?
Possible problem : I thought (could be very wrong) that the arbitary population lock that the Dev's set on the continent was due to hardware restrictions server side. So if there is much more than a total poplock (i.e. all 3 empires are pop lock) then the server's performance starts to suffer.
If every member of the 'losing' (Should that be Continentally Challenged to be politically correct?) empire appeared on the same continent things might grind to a halt....
Might be able to get away with just doubling the pop cap though.
*Dreams of a time that SOE actually does some Planetside marketing and that all 10 conts would be pop locked by all 3 empires....*
Lartnev
2004-06-23, 07:57 AM
All 7 continents will never all be poplocked.... would be a very boring game if it was.
StrangeFellow
2004-06-23, 12:11 PM
All 7 continents will never all be poplocked.... would be a very boring game if it was.
how so Lartnev?
DeepStrikeck
2004-06-23, 01:05 PM
Because it would be one big ass stalemate.
TheN00b
2004-06-23, 02:27 PM
Just fix the Empire Incentives. First, kill the bugs that give the NC incentives when they have a bigger population. Second, make the incentives big. When I say big, I don't want a measly 10 health if I'm outnumbered by 5% (which is hundreds of players). I want 50 health; I want instant respawn; I want balance, where if an Empire is outnumbered, they can still fight.
Baneblade
2004-06-23, 02:39 PM
Do Incentives work now?
When I was playing they didnt...
Desperado
2004-06-23, 03:03 PM
I think if they made the prowler a 2 man tank, and beefed the DC and Pounder, the TR would do a lot better
TheN00b
2004-06-23, 03:57 PM
Do Incentives work now?
When I was playing they didnt...
They technically work, but they're bugged as hell. When the NC have 40% population, they often get +20 health.
Toneball
2004-06-23, 05:43 PM
what would happen when the 'loosing' empire captured a base on another contenient, sending their last stand contenient back to normal empire pop lock circumstances? Would all the excess players be booted back to sanc? I think instead of just lifing the poplock for 1 empire (which could lead to thousands on one contenient) Remove empire pop lock all around, but keep the contenient pop lock of 600 (i think). it wouldn't be any harder server side than it already is, and should the defending empire be quick enough, could have a 400 - 200 pop advantage on said contenient. Also once they start an attack on another contenient (1 or 2 bases capped) empire pop lock would go back into effect and the players with the least time on the contenient (I'm sure they keep track of it somewhere) would be sent to the sanc.
Lartnev
2004-06-23, 05:54 PM
Population lock prevents people from joining, it doesn't boot you off. As the old HART bug and old style warpgates used to show.
Toneball
2004-06-23, 06:16 PM
K, let's say us TR are down to our last stand on, oooooo, Hossin. With this new Idea implemented, we have 350 or so people against 200 NC, we finish off the contenient and push to Ishundar, cap a base and Voi La, empire pop lock on Hossin. Are or extra 150 people gunna be allowed to stay on Hossing, even though our pop lock is 200?
Baneblade
2004-06-23, 10:35 PM
They technically work, but they're bugged as hell. When the NC have 40% population, they often get +20 health.
Well I mean do they actually get that bonus or is it simply indicated.
KIAsan
2004-06-23, 10:50 PM
Yup, the extra people would stay, it would just be locked to newcomers. But, as these people attrited, the population would slowly return to normal. Would the extra pop favor the "population challenged" empire? Yup, but that's the point. Favor them on their last continent, and allow those stuck in sanctuary a way out. This also gives the underpopulated empire the ability to fight back and actually go on the offensive (which I'm sure most will agree is more fun than getting the s* kicked out of you).
As to server limitations, ok, tweak this a bit and set the pop cap higher (maybe a 50/25/25 distribution for population). If this is the last cont for two empires make it 40/40/20 distribution. The point is to give the weaker empire incentives to stay and fight. Otherwise, folks give up and leave. At least with this method you would have folks willing to fight because they had a small advantage.
Diddy Mao
2004-06-24, 01:56 PM
How about Make the Vanu Republic, that way no more double teams. And you all have to start out as Br 1 cr 0's. Then you will see true whinning!
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