[Suggestion] A solution for late night overpopulated factions

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Taemien, Jul 26, 2015.

  1. Taemien

    If you've ever played on your timezone's late night. You may have noticed that one faction is severely overpopped, to the point where they are dominating the other two factions with relative ease. Here's my idea on how to fix this:

    Temporally Treaty/Pact/Alliance

    Basically once a faction reaches 45% of the server's population (and over a certain player limit to avoid tricking it on very low pop situations such as after a server crash or game update). A warning goes out to the factions who are about to enter into an 'agreement'.

    Five or Ten minutes later the factions are temporally merged into one force. What this means is you are still whatever faction you are. You can still only use whatever weapons your character's faction can use. Same with vehicles. You can still only group with members of your own faction (if this is possible to circumnavigate then by all means allow it).

    The difference is the territory taken is 'shared' by both factions. Territories taken by a faction are still in that faction's colors. In the case that two factions help take a single base, the outfit who was awarded for taking the base is the faction that gets the base. Shooting/damaging the allied faction will give grief points for the term of the alliance. They are for all purposes, teammates at this point.

    This alliance would last for 2 hours, and can be reinitialized if the population is still skewed. And there is a warning everyone that the alliance will be ending.

    Now I understand that a little bit of talking could help alleviate the issue now. There could be gentleman's agreements and so on. But lets be honest with ourselves, getting the zerglings to play nicely doesn't work. This would help with that.

    The limits could be adjusted, so that it is 40% instead of 45%. That means the overpopped force could be fighting against a combined might of 60%. Now this sounds pretty dire for them. But the idea here is that they might be encouraged to switch so they aren't outnumbered.

    That is a much more elegant solution than what we have now. Right now its switch to the overpopped faction and perpetuate the problem even further. In this solution, players would switch and cause the alliance to stop happening.

    Since the alliance would last for 2 hours, glitching it isn't possible. So you can't end it prematurely. As for the trigger, it would be a continuation of being overpopped on a daily basis rather than simply once a faction reaches a number. These trigger metrics wouldn't be available to player knowledge so that they couldn't simply trigger it artificially.