shanersimms_ESO wrote: »The fix to allow lower populations to hold keeps vs larger without making Cyrodiil too much PvE:
Limit of 2 active mercs per defending player and mercs can only be placed by the same player once every "x" minutes (something like 10 minutes). Have mercs timeout (disappear) after being active for 20 minutes. (The merc contract has to end sometime right?)
Fix't. Where do I send my resume?
shanersimms_ESO wrote: »The fix to allow lower populations to hold keeps vs larger without making Cyrodiil too much PvE:
Limit of 2 active mercs per defending player and mercs can only be placed by the same player once every "x" minutes (something like 10 minutes). Have mercs timeout (disappear) after being active for 20 minutes. (The merc contract has to end sometime right?)
Fix't. Where do I send my resume?
That doesn't fix the problem. If two players are defending against 20 they would have a max 4 mercs which wouldn't even slow them down. Meanwhile, the side defending with 20 vs 10 attackers could spawn 40.
You need an inverse limit on the mercs. The more players you have in a keep the less you can spawn. Of course, the problem with that is one player could fill the keep with mercs before the zerg arrives to defend.
You need an inverse limit on the mercs. The more players you have in a keep the less you can spawn. Of course, the problem with that is one player could fill the keep with mercs before the zerg arrives to defend.
That doesn't fix the problem. If two players are defending against 20 they would have a max 4 mercs which wouldn't even slow them down. Meanwhile, the side defending with 20 vs 10 attackers could spawn 40.
You need an inverse limit on the mercs. The more players you have in a keep the less you can spawn. Of course, the problem with that is one player could fill the keep with mercs before the zerg arrives to defend.
.... or just dont have mercs
this isnt rocket science.
.... or just dont have mercs
this isnt rocket science.