.AFK VS. SPAWN DELAY?
(11 votes, average 3.36 out of 5)
Written by KFS1   
Monday, 16 November 2009 15:21

Dukk was wondering: "Something came to mind a few weeks ago while waiting on the spawn delay (SD) to get into game. I looked at our numbers for the squad and seen several guys were .afk. I believe CRS looks only at the numbers logged in. They probably don't look at who all is .afk from game. In this, we may be experiencing long SD due to being .afk."

Dodgers replied with:

"1) Spawn delay changes quite a bit between when we have our squad sitting waiting to spawn in, and when we actually spawn in.

2) Spawn delay can peak when you're camping an enemy town(i.e. most enemy...sitting at map screen), but when that attack is ended and you move to the next town, the SD can reduce quite markedly, as the enemy stops bit*hing and has chance to spawn in uncamped and defend anew."

KFS1: Dodgers understanding is correct, players' "AFK" status is not a factor in balance calculations. And yes, the delay will vary significantly as fights relocate.

 

The side balance system is based on "boots on the ground" (rudders in the water, wings in the air, etc), it does not take the chat based AFK flag into consideration and never has done. Feel free to sit at the map screen for as long as you like, afk or otherwise, without fear of hampering your side.

If you're spawned in and going afk, and you know it's going to be a reasonably long AFK, it's probably better for your side if you despawn, as much for accurate supply figures as for side balancing.
 

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Comments (1)
1 Thursday, 19 November 2009 22:56
Ostwind
Then i think it should b wize to activate some kind of "auto despawn" system for ppl afk more than 1 or 2 minutes...what do u think?