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Old 2012-09-29, 11:20 PM   [Ignore Me] #15
Tatwi
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Re: Low pop factions are a problem


Originally Posted by Tiberius View Post
The whole resource model is going to be a continuing problem unless they put minimums in.

People will fight regardless of the incentive to control resources. I say you get a massive resource bonus (empire subsidy?) when you get under a certain amount of territory so you can pull a ton of shit and fight your way back.
I thought at one point whole factions were going to have a cache of resources and that individual players were going to be able to use upto X% of those available resources for pulling vehicles, etc. I am pretty sure someone said something like that last year. In any case, for short term population imbalances something like that would smooth things out for the lower population sides.

They could make it like so,

Resources get added to the faction's pool every "tick" (5 minutes) that the faction owns a base. Let's say that TR has accumulated 10,000,000 units of Polymer, each player would then get between 0.08% - 0.25% of the total per hour. So in this case, people would get between 8,000 and 25,000 units per hour, depending on their battle rank and bonuses earned.

Now let's say that no faction could ever drop below having 500,000 resources in its pool.

With that being the case, even a battle rank 1 player whose faction has been warpgate locked long enough to burn through its entire stock pile of resources would still get 400 of each resource per hour, which sure beats no resources per hour.

With all that being said....

The simple way to do roughly the same thing would be to have the warpgates themselves grant 25 of each of the resources per tick, including AX, to all players of its faction who are active on the continent. Assuming ticks happen every 5 minutes, that's 300 resources per hour. It's not a lot, but once again it's more than none and it helps augment the gains made by taking a few nearby outposts.
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