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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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Old 2012-06-20, 03:56 PM   [Ignore Me] #1
kaffis
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Population bonuses/penalties?


In Planetside, there were bonuses and penalties based on relative empire population as a percentage of the total pop.

Empires fighting outnumbered would get bonus health and damage (IIRC), empires with a population advantage would get a penalty to health and damage.

Should such a practice continue into Planetside 2, and if so, what kinds of systems should it entail?

Should bonuses be offered to disadvantaged empires? Or penalties applied to advantaged ones? Or both?

What form should the modifiers take? Bonuses or penalties applied to resources gain? Equipment cost (in resources)? Health? Damage? Equipment timers? Respawn timers?

How should the populations be counted for such metrics -- should it be instant (who has more players on RIGHT NOW)? Should it be a floating average, or a weighted floating average (who has more unique players over the last day/week? Or who has the most player-hours over the last day/week?)?

Should there be no modifiers based on population at all, and just rely on statistics or recruitment to balance it out? Should the modifiers have an effect only for new players, to encourage the balance to be upheld by skewing the preferences of new players, or should it apply to everybody, as a sort of handicap?
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