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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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2012-06-21, 07:38 AM | [Ignore Me] #46 | ||
Colonel
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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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2012-06-21, 08:16 AM | [Ignore Me] #47 | ||
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...
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! Last edited by Grognard; 2012-06-21 at 08:36 AM. |
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