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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
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Post Re: Dynamic Team Limit
Species 8472 wrote:
Battlecruiser23 wrote:
erman wrote:
would two giant teams really be that bad?


I think the admins are looking at the idea of one giant team, like SBP, suddenly deciding to wail on a team like, Psionic Corps.

SBP is big enough to fight an all out war against itself with many teams fighting to take out gals.

But then again, even LC is considered a big team. Compare it to Michaelius. And thats like comparing SBP to Mad+.


MAD+ are a great team and that analogy was crap.

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Not sure if the quality is really up to snuff, tbh.

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Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Tue Feb 21, 2012 1:24 pm
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Team: Pax Romana
Main: Ghost Commander
Level: 1138
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Joined: Sat Dec 09, 2006 10:36 pm
Post Re: Dynamic Team Limit
It's not a bad analogy. I'm simply comparing 20x to 10y. Then I compared 10x to 5y.

The ratio is the same, but the amount is different.

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Tue Feb 21, 2012 1:52 pm
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Team: Resident Evil
Main: Aku'Qa
Level: 2620
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Joined: Sun Nov 07, 2010 8:08 am
Post Re: Dynamic Team Limit
Nerd shut up!

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Tue Feb 21, 2012 2:12 pm
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Team: Eminence Front
Main: Radia
Level: 1101
Class: Speed Demon

Joined: Wed Oct 10, 2007 6:04 pm
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Post Re: Dynamic Team Limit
Damn, you made me solve for x=5y/10 which is x=y/2.

GET OUT OF MY HEAD.

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Tue Feb 21, 2012 4:39 pm
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Team: Zephyr
Main: Destroyer Of Worlds
Level: 3221
Class: Speed Demon

Joined: Fri May 01, 2009 1:39 pm
Location: Huddersfield, UK
Post Re: Dynamic Team Limit
Battlecruiser23 wrote:
It's not a bad analogy. I'm simply comparing 20x to 10y. Then I compared 10x to 5y.

The ratio is the same, but the amount is different.


Proof to back up your reasoning for SBP(x) and MAD+(y)

There's no proportions there!

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Species 8472 wrote:
playerboy345 wrote:
(look at lexx, deathreus and all those retards.)


Ironic isn't it.

retards). *

Full stops go after the closed brackets. L2grammarNazi.


Tue Feb 21, 2012 5:11 pm
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Team: None
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Joined: Sat Mar 14, 2009 11:34 pm
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Post Re: Dynamic Team Limit
Whoa whoa whoa... Churchill gave me an idea.
Epiphany! Just barfing what I got in my head onto the keyboard, feel free to trash it or discuss.

If we tried a no team limits type of deal, and fixed the team score system and incorporated size of the team pretty drastically into that, then we could set it up to where a big team could not war a smaller team unless the smaller team declared war first.

Wow. The idea sounded better in my head. But Team limits are something of a soft spot for me so I'm willing to discuss it and show a solid idea to Jeff if we can hash something out.

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Tue Feb 21, 2012 6:57 pm
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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Re: Dynamic Team Limit
Limits that depend on the size of a team would definitely be interesting.

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Tue Feb 21, 2012 7:48 pm
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Team: Traders
Main: Bonecrusher
Level: 2144
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Joined: Tue May 04, 2010 5:18 pm
Post Re: Dynamic Team Limit
look at my POLL thread about this


Tue Feb 21, 2012 8:10 pm
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Post Re: Dynamic Team Limit
anilv wrote:
Limits that depend on the size of a team would definitely be interesting.


My only problem with this right now is it still wouldn't stop alliances or just teams like SBP or Traders + Dark Traders breaking up into smaller groups and continuing to duke it out.

If there were ways to prevent alliances like that then maybe something like this could work.

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Tue Feb 21, 2012 8:12 pm
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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Re: Dynamic Team Limit
Do you remember how many teams ganged up on Pants? I think it's pointless to try to limit alliance behavior, since it seems to be a very reasonable part of the game.

What exactly is the problem with larger teams, then? DTR and SBP have already demonstrated that not only is it impossible to keep super-teams from forming, it's also possible to manage them administratively. What advantages are we missing out on that would be afforded us if we could make one big team? War costs already scale with number of players. Imperial seals can't be distributed outside team, true, but if the main worry is large-scale collusion and abuse of the emp run system, that can be addressed on its own. The whole emp run system badly needs a revamp anyway.

If you can't beat them, join them. I don't see any practical way to prevent alliances from forming, and I don't see any fundamental way that they could break the game either. So lift team limits and revamp the emp system to rule out any chance of collusion. I'll be happy to participate in a discussion of how that would work; chances are there'd be some sort of Rebellion mechanic that would essentially require the contenders to conflict in order to receive rewards.

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(Pasta) I need to figure out how to get rid of this UrQa Suqqa Ukuk
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Tue Feb 21, 2012 8:32 pm
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Team: None
Main: Blizzara
Level: 2100
Class: Engineer

Joined: Wed Dec 05, 2007 4:25 pm
Location: Oulu, Finland
Post Re: Dynamic Team Limit
bageese wrote:
Whoa whoa whoa... Churchill gave me an idea.
Epiphany! Just barfing what I got in my head onto the keyboard, feel free to trash it or discuss.

If we tried a no team limits type of deal, and fixed the team score system and incorporated size of the team pretty drastically into that, then we could set it up to where a big team could not war a smaller team unless the smaller team declared war first.

Wow. The idea sounded better in my head. But Team limits are something of a soft spot for me so I'm willing to discuss it and show a solid idea to Jeff if we can hash something out.

It is easy to temporarily lower team score if some leet team wanted to war a small team. Also, pirate teams have hardly any team score because usually they don't have bases.

Good idea though. It might evolve into something.


Tue Feb 21, 2012 8:36 pm
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Team: Traders
Main: ERMAN
Level: 3306
Class: Speed Demon

Joined: Fri Jun 24, 2005 1:27 am
Location: Chicago, USA
Post Re: Dynamic Team Limit
does this have any chance of being changed for this upcoming reset?

maybe add a new element to team score that scales inversely with number of players, so having like 30 players would give 100 points, and having 150 players would give say 50 points and having 200+ would give no points?

or a modifier where the more players you have, the less total points you have maxed out at like a .75 modifier on your final team score?

-ERMAN

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Tue Feb 21, 2012 9:29 pm
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Team: Eminence Front
Main: Spatzz
Level: 2402
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Joined: Mon Jul 27, 2009 12:40 am
Post Re: Dynamic Team Limit
Allowing the playerbase to balance itself on this issue is the best idea. Everyone on 1 team would be super boring so it would not happen.

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Tue Feb 21, 2012 10:39 pm
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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Dynamic Team Limit
erman wrote:
does this have any chance of being changed for this upcoming reset?

maybe add a new element to team score that scales inversely with number of players, so having like 30 players would give 100 points, and having 150 players would give say 50 points and having 200+ would give no points?

or a modifier where the more players you have, the less total points you have maxed out at like a .75 modifier on your final team score?

-ERMAN

I was thinking something similar myself.

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Wed Feb 22, 2012 6:18 am
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Team: Resident Evil
Main: Time Warp
Level: 3162
Class: Shield Monkey

Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Dynamic Team Limit
If super-teams are allowed to form, they should not be penalised for doing so. The problem I find is, that if we have 2 Super-Large teams, the chances of them being evenly matched is very low, infact, more than likely one would be far superior to the other. Making the game boring. I don't want the game to be boring because that means most of you will quit and then sit next to me in the quitter's lounge ./shudders. Bleh! I hate you all.

Timmeh

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andezrhode2a wrote:
Timmeh is the exception to every rule.
Battlecruiser23 wrote:
/Timmeh!
I mean /signed!
sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Wed Feb 22, 2012 6:43 am
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