[2.2] Maxplayers?

Discussion in 'Archive' started by wealthysoup, Oct 25, 2008.

  1. Caelo

    Caelo Member

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    HSM is right (again :/....)
    64 players would be epic and result in some serious game play..
    As for those people that think the servers wont fill up.. On a regular day there are about 80 people online..
    People always try to join the server with the most people on and only fill up another server if they can't join..
     
  2. Headshotmaster

    Headshotmaster Member

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    <3

    This is indeed true.
     
  3. Cyber-Kun

    Cyber-Kun Member

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    There needs to be settings that allow you to edit the map based on number of people for such large play.
    Inf maps, well the good ones anyways, they would loose so many tickets that the map would be in over in 10 minutes.
    Same with a lot of classic maps, just not as fast as infantry maps.
     
  4. -Mayama-

    -Mayama- MANLY MAN BITCH

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    commander needs something to cordinate so many people
    so you dont have a 30+ clusterfuck on one chokepoint on
    maps like canyon.
     
  5. Headshotmaster

    Headshotmaster Member

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    the ability to group squads, and select squads to do seperate tasks would be nice.

    also, it would be nice to have more than attack and defend commands.

    like...you select a barracks, and then select your squad, and right click for "Change spawnpoint to this location!"


    There's so much wasted potential it's sad.
     
  6. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Assign a squad to a barrack and give them a bonus like full ammo at spawn, if they spawn their
     
  7. sergeant mkoll

    sergeant mkoll Member

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    Its gonna be hard to stack those 64 player servers.

    Lawl you can dream of such things being implemented

    They call that decent server admins that use the ticket scaling cvars.
     
    Last edited: Oct 29, 2008
  8. Cyber-Kun

    Cyber-Kun Member

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    I don't want to rely on admins to fix the tickets for my maps.
     
  9. bitchslap

    bitchslap Member

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    i think it would be set to a reasonable amount in the cfg by default. i dont see why it wouldn't be.
     
  10. sergeant mkoll

    sergeant mkoll Member

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    but still - different servers have different amounts of slots, and its up to the people that run the servers to set the tickets to the appropiate amount for the number of slots.
    As long as the admins do there job properly then there is no issue
     
  11. Cyber-Kun

    Cyber-Kun Member

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    I trust myself a lot more than I trust other people most of the time.
    All that needs to be done is have inputs based on amount of players in the game, and related things.
    Output would be ticket modifier and other needed things.
    Basicly some fake-code here.
    If NF players and BE players both > 10 players on both teams, add 100 tickets. Simple stuff.

    I know that got into more suggestion area, but if there is going to be a large amount of players, this is needed.
     
  12. sergeant mkoll

    sergeant mkoll Member

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    You mean like some sort of simple scaling script for tickets/dynamic tickets.
    Solves a problem causes by silly admins, that sort of thing would probaly get implemented sooner or later.
     
    Last edited: Oct 29, 2008
  13. Cyber-Kun

    Cyber-Kun Member

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    No, I mean full input/output support for tickets, resources, and anything else Empires uses. Tickets need to be worked on first if there is going to be so many players.
     
  14. bitchslap

    bitchslap Member

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    you cant make tickets dynamic, they'd be impossible to manage as a team....

    hey guys we are low on tickets, nevermind 5 more ppl joined our team...

    the only was is cvar like the income modifier that currently exists for player count as i PREVIOUSLY SUGGESTED.
     

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