Re: Outfit Specialisations
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I would feel uneasy about artificially limiting outfit progression on an arbitrary number.
Whats the matter with large outfits that they need to be limited in such a way?
I would go as far as to say that quite a few believe that larger outfit = zerg. If zerg outfits are terrible, they won't produce as many resources per member and will have slower per member advancement.
What about large outfits comprised of skilled members?
Who is being held back here, and what are the reasons for holding them back?
If an outfit can bring in disproportionate gains compared to the rest, then let them keep their gains. If its just numbers and minimal skill, what difference does it make? All that would mean is that the biggest outfit with the lowest skilled players have a higher level outfit.
Doesn't mean that their members will get respect on the field.
That said, I think that in either case, if a cap system is put in place it should focus on active players. When I take a break from PS, its always nice to still have an outfit that I'm a part of when I get back...
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