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About This Page About This Page: This is a discussion on Max Cap on squads within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. I tend to agree that squads should have minimums (three works for me) -- I also believe there should be MAXIMUMS as well (15-20).
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Old 08-24-2007, 06:15 AM   #1 (permalink)
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Re: Min cap on squads

I tend to agree that squads should have minimums (three works for me) -- I also believe there should be MAXIMUMS as well (15-20).
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Old 08-24-2007, 07:49 AM   #2 (permalink)
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Re: Min cap on squads

You can't tell people they can't fly together in squads. The last thing Jumpgate Evolution needs is limits on player interaction.
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Old 08-24-2007, 09:03 AM   #3 (permalink)
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Re: Min cap on squads

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Originally Posted by Jump View Post
You can't tell people they can't fly together in squads. The last thing Jumpgate Evolution needs is limits on player interaction.
Uber-squads have created problems in Jumpgate Classic. Limiting squads does not necessarily have to limit player interaction.
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Old 08-24-2007, 09:05 AM   #4 (permalink)
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Re: Min cap on squads

I believe squads should have limits on regards of their RP. We all know how detrimental has been seeing big pirate squads when compared to the rest of the population. Pirate squads for example, should have a maximum number, to keep things balanced. Nothing stops them from creating a 2nd squad and fly in groups.

I would suggest that fluxxers or economic squads be given more liberty on the ammount of players they can have, and have military squads in the middle.

The creation process of squads is not a simple thing when requiring 3 folks at least for it to exist. To keep it more simple I would suggest allowing the creation of a one man squad but have an automatic procedure that would delete one-man squads after 3 or 4 days, which should be enough time for the other 2 pilots (or more) to support the creation of the squad.

Furthermore, it would be neat if at the squad page there was some indication of how active a squad is, and if squad center is going to exist... then have sections for inactive/active squads, to help new people choose which one is best for them (as people want/like flying with other active people).

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Old 08-24-2007, 09:16 AM   #5 (permalink)
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Re: Min cap on squads

Putting a max number on squads is a silly idea. People will just fly together anyway so why make it more difficult for them?

And if we have the numbers that we're all hoping for we wont have an issue where one squad can dominate the server.
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Old 08-24-2007, 10:42 AM   #6 (permalink)
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Re: Max Cap on squads

Not one of your better ones Ambro, Sort of defeats the whole point of playing a MMO.
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Old 08-24-2007, 12:08 PM   #7 (permalink)
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Re: Max Cap on squads

i do not agree. sorry ambro.
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Old 08-24-2007, 12:15 PM   #8 (permalink)
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Re: Max Cap on squads

I'm kind of with Ambro on this one, in theory at least.

Large squads form ganks, then you need ganks to combat the ganks and so on and your game becomes about getting the most people in the squad, the most online at any time and so on...

Smaller squads mean diverse aims, methods and rp's and less of a tendency to form ganks as a way of being.
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Old 08-24-2007, 12:22 PM   #9 (permalink)
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Re: Max Cap on squads

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i do not agree. sorry ambro.
That's OK, Trit. You're allowed to be wrong sometimes.
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Old 08-24-2007, 12:32 PM   #10 (permalink)
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Re: Max Cap on squads

There's no way you can enforce a max limit. Waste of time trying to implement.
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Old 08-25-2007, 02:55 PM   #11 (permalink)
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Re: Max Cap on squads

i see your point. But people will always form groups. So if you put a max cap on squads like 20 members. You will eventually see several squads forming an alliance of 2-5 or even more squads. It is never going to work.
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Old 08-25-2007, 10:56 PM   #12 (permalink)
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Re: Max Cap on squads

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Originally Posted by vorlon31 View Post
Large squads form ganks, then you need ganks to combat the ganks and so on and your game becomes about getting the most people in the squad, the most online at any time and so on...
I don't see how squad caps would prevent ganks, though. For example, despite "OV", "KO", and "Balrog" allegedly being different squads, the end result for their enemies was much the same as if they were called "BalKrOV" and all were one big happy squad family. There's the jab for the day, hehe.

Continuing,
There was no "EEA" squad (well, there was, but shhhh), yet EEA could still gank people. Same deal with a looser entity like the QUG-FoKH.

All squad caps would do would be to limit players in other ways (pooling of resources, stations, shared chat, that community/friendship feeling).
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Old 08-27-2007, 07:45 AM   #13 (permalink)
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