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View Poll Results: How should population modifiers work?
No pop modifiers. 16 19.51%
Pop modifiers for Equipment Cost 26 31.71%
Pop modifiers for Resource Collection Rate 28 34.15%
Pop modifiers for Respawn Timers 30 36.59%
Pop modifiers for Equipment Timers 22 26.83%
Pop modifiers for Health 9 10.98%
Pop modifiers for Damage 5 6.10%
Pop modifiers should be based on floating averages calculated over the most recent day to week 9 10.98%
Pop modifiers should be based on floating averages calculated over the most recent day or less 15 18.29%
Pop modifers should be based on instant player-counts 34 41.46%
Multiple Choice Poll. Voters: 82. You may not vote on this poll

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Old 2012-06-21, 07:38 AM   [Ignore Me] #46
Sledgecrushr
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Re: Population bonuses/penalties?


In games like WoW or EQ population imbalance really is never an issue. And if the facilities are built like PS1 where its just a huge bottleneck then a smaller force could defend against a larger force for some time. But it seems that the open base design will not do anything to slow down a larger force. I believe that in PS2 that the empire with the largest zerg is going to dominate. Again it would be nice to be able to pull in fighters from other servers. If a big outfit would like to come and help when your empire is in dire need that could be fun.

Last edited by Sledgecrushr; 2012-06-21 at 07:40 AM.
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Old 2012-06-21, 08:16 AM   [Ignore Me] #47
Grognard
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Re: Population bonuses/penalties?


I went with a simple supply and demand approach, calculated on the fly. So, too many people (high population) will cause high equipment demand (higher equipment cost), and lots equipment delivery delays (longer equip timers). Conversely, the costs and timers could be lowered for low population. Seems logical...
  • Check - Pop modifers should be based on instant player-counts.
  • Check - Pop modifiers for Equipment Cost.
  • Check - Pop modifiers for Equipment Timers.
Edit: ie. Smaller more well equiped army, facing off against a larger, less well equiped army. Thats about as balanced as I can see it getting, without using less savory methods...
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