Scaling Influence Costs
There would have to be some kind of control for kicking and inviting from guilds, otherwise people will earn the influence as a large guild, kick low-ranked members to spend as a small guild, then re-recruit up to a large guild to use them.
I actually like this idea.
There would have to be some kind of control for kicking and inviting from guilds, otherwise people will earn the influence as a large guild, kick low-ranked members to spend as a small guild, then re-recruit up to a large guild to use them.
What if the cost/person decreased slightly with every active member in the guild?
I actually like this idea.
There would have to be some kind of control for kicking and inviting from guilds, otherwise people will earn the influence as a large guild, kick low-ranked members to spend as a small guild, then re-recruit up to a large guild to use them.
What if the cost/person decreased slightly with every active member in the guild?
That could work, but it could also make a ‘sweet-spot’, where a certain number of players would provide optimal gain. A more mathematically inclined person could figure out a scale that would fix that though, I am definitely not that person… :P
(edited by Conncept.7638)