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Rewards To Balance Faction Player Base

Balance

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#1 beaver1776

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Posted 15 December 2014 - 09:20 AM

I thought about something this weekend while playing CW. I saw many cases where "ghost drops" were being utilized to conquer planet, regardless of successful defenses occurring. I believe I understand why/how this happened, namely an unbalanced faction player base. Could a change in the reward system help to balance the player base between the factions?

Let us assume a game population of 1000 players divided among the factions:
  • 195 Federated Suns
  • 185 Lyran Commonwealth
  • 125 Draconis Combine
  • 55 Free Worlds League
  • 30 Capellan Confederation
  • 25 Free Rasalhauge Republic
  • 165 Clan Wolf
  • 90 Jade Falcon
  • 70 Ghost Bear
  • 60 Smoke Jaguar
Now assuming a base multiplier value of x1 for a 100,000 c-bill reward after a successful mission, what if that multiplier were changed depending on your chosen faction. Since there is a larger pool of labor (players) in some corners, it may stand to reason that the employer (faction) could afford to pay less since there are more players available to the faction:
  • 100000 x 0.99805 = 99805 c-bills Federated Suns
  • 100000 x 0.99815 = 99815 c-bills Lyran Commonwealth (99815 c-bills)
  • 100000 x 0.99875 = 99875 c-bills Draconis Combine
  • 100000 x 0.99945 = 99945 c-bills Free Worlds League
  • 100000 x 0.99970 = 99970 c-bills Capellan Confederation
  • 100000 x 0.99975 = 99975 c-bills Free Rasalhauge Republic
  • 100000 x 0.99835 = 99835 c-bills Wolf
  • 100000 x 0.99910 = 99910 c-bills Jade Falcon
  • 100000 x 0.99930 = 99930 c-bills Ghost Bear
  • 100000 x 0.99940 = 99940 c-bills Smoke Jaguar
These numbers don't create a huge difference between the factions, but let's say we used a simpler bracket instead:
  • 0-50 players in your faction results in a x1 multiplier
    • 100000 x 1.0 = 100000 c-bills
  • 50-100 players in your faction results in a x.75 multiplier
    • 100000 x .75 = 75000 c-bills
  • 100-150 players in your faction results in a x.5 multiplier
    • 100000 x .50 = 50000 c-bills
  • 150+ players in your faction results a x.25. multiplier
    • 100000 x .25 = 25000 c-bills
This strategy creates a much bigger difference rewards wise. It might motivate those players who don't really have a faction loyalty to move around and balance the numbers out.


This would in no way force people to change factions, unless they were looking for a higher payout. Something like a stock market big board would need to be put in place, to show what each faction was paying out. I don't think this would result in everyone becoming mercenaries, since there will still be long time loyalists like myself. And I believe the numbers would balance out pretty quickly.

I would like to know everyone's thoughts on making a change like this, or let me know if my thinking is way off base. Or offer up any other ideas to help balance the faction's player base.

TL;DR - Use money motivation to balance the faction populations.

Edited by beaver1776, 16 December 2014 - 03:51 AM.






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