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View Full Version : Player balance through hit points?


Endodroid
2003-05-07, 04:09 AM
With hundreds if not thousands of people playing on one server you can't expect people to go "our side needs people, someone switch sides!" like you can do in a 16vs16 typical game server, however ineffective as that usually is.

But making one side stronger and another side weaker seems like an imperfect way to go about it. It won't make me switch to the other side or change servers, you're established in an outfit and because there's a population imbalance you're penalized by making your weapons not as effective? I thought the fact that the world map was so big you could easily go to another part on the map was good enough.

Maybe it's through disinformation about how this system works that has me concerned, but from the sounds of it I don't like it.

Once you become adjusted to playing the game and expecting the desired results of using a weapon to be something you can recreate through skill, won't throwing a hit point curve into the equation make all your efforts at improving your ability as a player obsolete?

simba
2003-05-07, 05:19 AM
I dont like it either.

Matuse
2003-05-07, 05:30 AM
The system is not designed to make people switch sides. It is designed so that *IF* an imbalance exists, the lower-population empire will get benefits to compensate.

Holo
2003-05-07, 09:10 AM
I believe hp is only altered in extreme cases. I think exp modifiers will be more common.

Camping Carl
2003-05-07, 09:25 AM
Holo is correct I believe. The devs aren't stupid, they know that messing with health/weapons will just piss a lot of people off. You will probably only see it when the empires are very unbalanced. And it wouldn't be as much an effort to even the battlefield as an incentive to switch when things get bad like that. Left to itself, it would be a long time before the situation would improve, if ever.