We were having this random conversation in Eternal Battleground when the idea was formed. I figured I’d drop it here on the forums and see what you guys think about it.
Should the points gained from the tally be scaled appropriately towards the number of enemy players you currently face?
In this example I will be using only two servers to simplify the math. It is most definitely possible scaling in the same manner towards three servers.
Stonemist gives 35 points each countdown. Scaling score to how much resistance you currently face within the map means to lower these points in a correlated manner to how many enemy players there are on the map.
If you’re on the side with most players (currently) you’re what makes up 100%. Check enemy forces and see how large the difference is in percentage. If you’re 20 guys on your server and 10 on the other server that means there’s a 50% difference in power. Subsequently, your server should only be rewarded 50% of the initial 35 points given by Stonemist (in this case 17.5 points).
The player-based reward (loot, wxp, and so on) should still remain the same to promote people to play regardless of their numbers. To avoid confusion during high activity you could easily make this function go inactive if there are X amount of players on the map (set the X appropriately). There’s probably a number of other conditions you could implement to keep this function viable (but can’t think of any right now).
This would still allow people to enjoy the game at all times at full benefit but it would also rule out the terrible situation for servers with specific times of activity (i.e. servers without players during night).
What do you guys think? Would this be viable or would it destroy the concept of fair game?