| AO Rule Changes With Tuesday Server Maintenance |
| Written by MOTORMOUTH |
| Thursday, 11 March 2010 16:41 |
|
We had a production meeting today where we set ourselves the task of identifying game play issues pertaining to times when the game population is unbalanced. This meant identifying the critical point when a population dip needs to be locked down to 1 AO per side. Currently you always have a minimum of 2. We think this needs to change. This also meant identifying what immediate tools are available (no dev, no patch, no wait) to assist in lower numbers of High Command managing the above AO change to better manage defending during the imbalance. One other change we identified was the need to reduce total AO's available at all population levels, be they low or high, as there are too many AO's available currently at ANY population level.What this means is, beginning with the next server maintenance of the host, we will: 1. Reduce minimum AO's available at bottom critical side imbalance (currently 2) to 1 AO. 2. Reduce total AO's available from it's current level to something lower. This will be based on an analysis of population per AO as it has played over the last 12-18 months. 3. We will be helping current HC to better understand how the host manages AO's. |


And I hope it'll also breath some more life into the low pop Euro TZ.
(ps making 3+ AB towns consume more than one AO would also be great ;)
maybe I just cant see the light here.
ex. Population allows for 2 AOs... 2 BDEs may be used in an attack?
4 AOs 4 BDEs... etc.
new computer, here I come!
during their low population time.
I wish this had been done three maps ago!