Blacksheep,
Thanks for the plug
Damn, ya seem to like Naudet's idea more than mine.
Please don't forget mine...
A summary of the idea that I had...
What came to my mind is this:
A. Set a time limit for a map reset (let's say 72 hours)
B. A map came be reset within the time limit like we do now by eliminating one side to one base. The side with more bases wins the reset like we do now.
C. When the time comes, the winning side will be determined by the number of perk points awarded per hour of player play.
D. Award bonus perk points for completely destroying strat targets like facilities and HQ. (let's say 10 perks)
E. As an option, the scoring system can be modified like the current ranking system for Pilot ranks and Squad ranks, where the average of the ranks for the categories for Fighter, Attack, Bomber, and Vehicle/Boat Ranks will determine the overall rank. In case of a tie (which will happen...), the raw scores of the perk points per hour will be considered. (I didn't want to say the number of bases as this will be the same as now). A scoreboard as follows will clarify this point:
Fighter Attack Bomber Vehicle/Boat Overall Rank
Bishops xxx.xx (1) aaa.aa (3) xxx.xx (2) xxx.xx (2) (2)
Knights yyy.yy (2) bbb.bb (2) xxx.xx (1) xxx.xx (3) (1)
Rooks zzz.zz (3) ccc.cc (1) xxx.xx (3) xxx.xx (1) (3)
I suggested this to address the following issues:
1. its a constant land grab because winning the reset is the objective
2. side with more players wins the reset
3. its not too rewarding to take out facilities like factories or even HQs because it can be resupplied
For details of the reasoning for this please refer to the following thread:
Suffering from the BigPac Burnout Syndrome And its a long rant sooo, be patient when you read it!
As for Naudet's suggestion, I find it very interesting, but of course I have concerns for two points:
1. Assessing the cut off point where this resource is depleted that affects the supplies. Naudet suggests (ad hoc of course) 200 players. Is this number adequate? If the capacity of the server goes up, this must be re-visited again.
2. The way this is setup, it penalizes a team for something they can't really control. I would hate it to see players argue like "hey, you are depleting the resource, get out!" and "Noooo, I was here first, you get out!". Assement of 1. will affect this definitely, and having the numbers too strict will enhance this situation, having it too lax will defeat the purpose of this whole thing.
For the second part of his suggestion about attacking the strat facilities, I like it. Of course, having one factory for the entire country will be too devastating. So I would suggest two modifications to this idea:
1. Have, let's say four oil refineries per country.
or
2. Have a zone control for the factory, let's say one oil refinery controls the supply to five of the bases around it. There needs to be corresponding strat, like grunt training facility, radar factory, ammo factory and the like. (I think something like this was already suggested to HTC and HTC has taken it up... which is coming? Am I right?)
welp, that is what I have in mind right now... more to follow...