Jump to content

Fp: Give Pugs Reasons To Attack, Units Reason To Defend, And Population Concentration Features


No replies to this topic

#1 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 17,070 posts

Posted 22 May 2016 - 01:17 AM

fw forum is awash with threads like this, they usually degrade into blame games where unit players and pugs point fingers at eachother and yell insults, or like mine, fall on deaf ears.

my assumption is that if equal number of players are defending as there are attacking within each faction, that it would greatly help keep wait times down and also improve fairness by greatly reducing the seals to the slaughter problem (units always attack and pugs always defend, and the result is stomps). both units and pugs need reasons to play on both attack and defense games and do in equal proportions. you could probibly implement some kind of dynamic bonus system to encourage players to sort themselves out better. you might get a bonus to defend if a large majority of players are all focused attacking or vise versa.

for situations where the population is too low for any one faction to field a full 12 players, there needs to be a system to concentrate the populations that are available into sufficiently large groups to be able to play invasion. one idea is to temporarily merge factions into coalitions such that players within the same coalition can form up and launch attacks despite being in different factions. this could be done dynamically based on total active population. when populations are high, all factions at war, when they are low, perhaps reduce it to 2 coalitions at war (for example is vs clan), or perhaps an intermediary 4 coalitions for mid level populations. another far simpler idea would be to simply allow 8v8 invasion in times of dire population shortages.

Edited by LordNothing, 22 May 2016 - 01:17 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users