lovecraft wrote:Whis wrote:Curious, at what number would everyone think is a good soft/hard cap? 100 million? 200 million?
I think it should scale with server age, or based server average, less the top and bottom 20%. The thing about static caps is that they are only "just right" for a limited slice of time. A hard number winds up being too high (like the rent!) at the beginning, and too low 1 year into the server (or vice-versa)
lovecraft wrote:Whis wrote:How would you propose we scale it? Simply by server age? Prod cap? Econ?
Base it on the average of the middle 80% of fleet total, as an example. Could do middle 90, middle 70... devs have better access to the stats, what you are trying to avoid in the average is letting the outliers distort your median. People with 0 or almost 0 fleet will drag the average down a lot (especially since there are a lot of them), but you can't take them out without also taking out the very top fleet holders (since there are few of them); they would drag the average up. So you subtract the lowest and highest from the dataset and see if that number looks good, maybe you have to remove more or less (or nothing) from the dataset to get a solid baseline. I can only guess, but I am certain you would want to eliminate *some* because there are so many accounts with basically no fleet for the entire life of any given server.
Once you find that "middle class", you can use that fleet average as a factor to create a proportionate cap that will grow with the server. It also has the advantage of scaling with events in the server as a result of game play -- after a crash, the averages come down, and there is generally less fleet on the server. Server age cannot flex like that, and econ doesn't necessarily correlate to fleet totals.
this would take away all the point of the maintenance. if maintenance gets cheaper(or whatever that will allow bigger fleets) as the server gets old, then at some point one guild can have big enough fleets, enough to keep the hole server hindered, just like it happens on the servers today, thus the rest of the players would be in the same situation and not being able to take an overpowered guild... it would take more time for that, but it would happen at the same. i think the point is not let ever a server die...
by averages cant see making it work either! as after a crash the averages drop a lot, so a player with 60M fleet that didn't participated on the crash would be screwed if the averages dropped to 40M
Wlerin wrote:Early server it's common for people (that know what they are doing and aren't under constant threat of attack) to keep their econ significantly above their prod. But cybernetics keeps shrinking that gap until it becomes impossible to maintain even with many, many occupations.
and hope it keeps like that if there is a new economic structure or something else that gives extra economic, will make people more lazy and would be an incentive for simming, as the need for hunting would be less