Bonecrusher wrote:
Team limits are a burden on the players who have a LOT of friends.
Anyways, team limits I think should be revisited. Other games have limits, but they are arbitrarily high, the reason most groups don't reach that arbitrarily high limit is due to game-play mechanics, such as not needing more than X-people per guild to do X-task. And very rarely do you go above this natural limiter as it would make logistical tasks for leadership quite a headache.
In SS, I think given the universe reset mechanic, a team loses a certain amount of efficiency and effectiveness by being too large. Given the vastness of the current uni, connecter kits are forced in order to further claim valuable portions of space. Larger space means systemic inefficiencies for builders.
In contrast, more nimble teams could build in a region of space with natural boundaries (empty galaxies, or poorer quality gals in surrounding areas, or bordering another team), and waste less resources. In this sense, a really large team will suffer from logistical problems that would likely limit their recruitment.
Another SS mechanic limiting the team size is the idea of the 10-man squad which implies a soft cap at the number of core players interested in doing Olympus. This soft cap can increase in multiples, but then again, at a certain point, the larger team really cannot claim to be as intimate. Assuming that the average person joins teams for more than just a means of obtaining items & progressing, then the loss of camaraderie is something that naturally limits the team size.
So yeah, no real point in hardcoding team sizes, let the playerbase figure out what team sizes are too much.