Re: Testing crowd limiting in Mort and Perpetual Wasteland
Quote:
Originally posted by Cz
Controlled areas
In a land control area with an operating controller, we differentiate between defenders and others. "Others" are everybody not belonging to the organization owning the controller.
This does not sound good at all. One thing that NW has done very well is UNIFY the factions. I can not tell you how nice it is to hear about a base being under attack and then seeing members of each faction unify together for a cause.
In this scenarios, here is what I see happening. A base is attackable. Opposing faction orgs combine forces and plan an attack. They are wise and limit it to 40. Attack begins. The org being attacked has 10 people logged in. They all rush to defend their base.
By the rules you stated, you now have 10 defenders, and you can not get any more seeing as tho that is all that org currently has available to them.
So, what do you have. You have a 40 vs 10 battle. Not exactly Notum Wars. Just a small skirmish that members from both factions, regardless of org, can not all attend. No unity or alliances are allowed in this scenario.
Of course I am hoping I misunderstood the logic and that org with only ten members logged in can actually get help.
How I would do it is: 40 clanners/40 omni limit with 5 delta.
Omni attack clan base. Clanners from org owning base come in. Fellow clan allies also come in. All clanners are considered defenders. Priority for defenders being removed form playfield would be. Anyone not in owning org goes first. If someone from owning org tried to grid in and cap is reached, then someone not in org is pushed out.
Note: I am not forgetting about neutrals. In fact, I would think the existence of the neutral faction makes this all the more difficult for FC to implement.
I would even say do it something like this:
Clan base is attacked by omni: 35/35/10 (clan/omni/neutral)
Omni Base Attacked by clan: 35/35/10 (omni/clan/neutral)
Neutral Base attacked by clan: 35/35/10 (neutral/clan/omni)
Neutral Base attacked by omni: 35/35/10 (neutral/omni/clan)
Gives neutrals a chance to help either clan or omni when omni or clan attack one another. Gives Omni a chance to either help neutral or clan when neutral are attacked by clan. Gives clan a chance to either help neutral or omni when neutral are attacked by omni.
As for omni helping clan or clan helping omni in these scenarios, stranger things have happened. Besides, neutral can shoot first now and who knows what their role will ultimately be.
Sorry for the long post, I just hope its logical because I am not gonne re-read it. :D
One Notation: This would only apply for 25%, not 5%.
another interesting thread
http://forums.anarchy-online.com/sho...0&pagenumber=1
said thread discusses military roles of the past and how these should be brought into ao.
regardless of what you think of tactics or nemesis classes one question remains that is not directly limited to crowd control but still extremely important:
how do the groups communicate?
if people are not in the same guild there is only ooc chat.
if you use ooc chat you automatically discard the neutrals.
so maybe a battle channel (how to gain access to this since it would be a tad difficult to differ who is teamed with whoma nd should hear) or some chat bot types where you can log onto.
i like the idea of an automatic chatbot the most - ao has the really nifty possibility of opening and inviting people into private chatrooms.
this could be expanded so that it does not get dropped if the person who opened the chat client goes ld and that there is an automatic log on for people you team with...
no idea how this could be coded or even realized it is just an idea that ran over me now lol.