Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Podsix

Population imbalance ideas for PvP

Recommended Posts

If an army has larger numbers they should win. That being said, there is a cost to holding too much land or moving in larger groups that may make it so smaller forces have something to do.  In the current campaign, Order is a ghost town (NA). We are consistently losing, and without some serious infusion of players, it seems that this may become ad hoc 2 realm game.  

Anyway,

1.  Over Extension is expensive and difficult;   Taking a fort, or any other asset should require some gold to maintain.  The further from one's home base the more it should cost.  The cost could be reduced by maintaining supply lines.  Those lines should be visible (i.e. caravans) and subject to attack.  If the cost cannot be paid, the keep/fort will begin to deteriorate, lose its guards, maybe even have an occasional uprising of NPC's;

2.  Map indication:  there should be something on the campaign map that shows larger forces.   When ten or more players of the same faction are moving within the same parcel, put a flag there or something.  Make the marker larger based on the actual number in the parcel.

3.  Underdog Rewards: Prop up the failing faction in campaigns with rewards based on the population disparity; and

4. Mercenaries? and other NPC threats: seems someone may have mentioned this already.   Lower pop faction should have access to mercenaries that can be purchased to attack targets.  In addition, being the wealthiest "nation" should also result in Bandits, monster invasions or whatever, putting additional pressure on factions holding substantial lands.

 

Share this post


Link to post
Share on other sites

Ultima online factions had a limit to the amount of people that could be in one faction that was directly related to the other factions . If one faction went so far above in population to the others then people were locked out of joining that faction till the others caught up. Yes it would take some coding but it would "balance" the factions. 

Share this post


Link to post
Share on other sites
2 hours ago, Podsix said:

If an army has larger numbers they should win. That being said, there is a cost to holding too much land or moving in larger groups that may make it so smaller forces have something to do.  In the current campaign, Order is a ghost town (NA). We are consistently losing, and without some serious infusion of players, it seems that this may become ad hoc 2 realm game.  

Anyway,

1.  Over Extension is expensive and difficult;   Taking a fort, or any other asset should require some gold to maintain.  The further from one's home base the more it should cost.  The cost could be reduced by maintaining supply lines.  Those lines should be visible (i.e. caravans) and subject to attack.  If the cost cannot be paid, the keep/fort will begin to deteriorate, lose its guards, maybe even have an occasional uprising of NPC's;

2.  Map indication:  there should be something on the campaign map that shows larger forces.   When ten or more players of the same faction are moving within the same parcel, put a flag there or something.  Make the marker larger based on the actual number in the parcel.

3.  Underdog Rewards: Prop up the failing faction in campaigns with rewards based on the population disparity; and

4. Mercenaries? and other NPC threats: seems someone may have mentioned this already.   Lower pop faction should have access to mercenaries that can be purchased to attack targets.  In addition, being the wealthiest "nation" should also result in Bandits, monster invasions or whatever, putting additional pressure on factions holding substantial lands.

 

I agree with number one, if upkeep isn't paid the fort, outpost, keep goes back to neutral. Upkeep could be wood, stone, and ore, higher quality last longer.

Share this post


Link to post
Share on other sites

On number one, perhaps the effect of not paying upkeep, could be more vulnerability windows.

If your not paying your upkeep, then you can be attacked more often.  You can never pay enough to keep the location fully protected, but if you don't pay the upkeep they could be made to me easier to flip.

Share this post


Link to post
Share on other sites

This isn't a think we should really address until Dregs is available. At which point many of the organizations swinging faction balance will have moved to their natural environment.

At which point, we use the same population balancing mechanism as most competitive games: You don't tell the game what team you're on, the game tells you.

 

Stop letting people choose their faction.

Que people to the lowest pop faction on joining, count the first member of a guild that joins a faction as the entire guild joining that faction, automatically join whichever faction your guild has already joined if in a guild.

People can not stack factions if they lack the ability to even try.

People that want to form long term alliances with other guilds should go play Dregs where that is the point of the game.


PopeSigGIF.gif

Rub rock on face and say "Yes food is eaten now time for fight"

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...