A few threads are floating around the Barracks about this idea: "A simple 'queue' that kicks in when overpopulation reaches the breaking point (various estimates put this at 5-8%). The Queue replaces the Spawn Delay system, and is a simple line first come first served. Provisions should be made for HC members to bypass the Queue (a perk to joining HC perhaps), and a way for Squads to set a "open join" time for functions like Squad night (IE: KGW Squad Night Saturday Login time 0600 - 0630). Does CRS have any plans to implement a side balancing system that forces balance and is not dependent on player whims, such as a Queue system?"

The current system is a dynamic, self-adjusting mechanism that is based on the number of people spawned in and active (I said "based on", I'm not going to re-cover how it works in detail).
1.31 is changing the way capture works. What you have on the live server right now is "individual capture": Each individual player makes their own, isolated and discrete attempt to capture a given table. The new system is anchored to the facility you are trying to capture: If I run into the Antwerp-Schilde depot and get it to 50% before you enter the building, you will see a capture bar showing 50% captured. If I die/leave the building, your presence will continue the capture. And if you leave the building (or die), it doesn't reset instantly. Instead the timer slowly goes back down.
Even the simplest version of this mechanism should be a serious boon to underpop teams. With the individual-capture system - the one live for the last 9 years - underpop guys got a facility to 95% and bam, it never happened. With the new system, you'll be respawning pretty quickly and most of that progress will still be there...
Even if we don't initially factor balance into the timers, it's there implicitly because when the other guy dies, he has spawn delays. And where you feel spawn delays most is when you are trying to pillage a town out by pouring out of a bunch of depots/MSPs. That means that the underpop guy can sweat working captures a little bit less in favor of taking out enemy units, and that means cycling people into the balance system sooner and more often (and, Mr. Overpop, that actually means less severe delays for you).
I'm fairly confident we will factor balance into capture progress at some point - although I don't know if it will be in the first version. We have a lot of factors and possible variables to consider.
i.e
Mission Leader needs inf. They put in the Queue 10 Inf, 1 Tank and 1 AT gun. This could be tied to spawn delay.
Cheers
Can even work on tweaking the timers in relation to player population dispersion (right word?)
This was a problem years ago when 1000's played - and its still and will ALWAYS be a problem. Face it - there is NO good fix.
Live wit it.
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