Feb 22nd 2014, 4:43:36
Originally posted by qzjul:
Hi all;
There's a number of suggestions out there, but I thought I'd start a thread to consolidate them for my future reference.
Basically, we're well aware that the team server team limit of 5 is being abused; however it's not easy to deal with that. Teams can appear to be unrelated and then work in an alliance fashion for killruns, so moderation becomes difficult until after-the-fact. Our mods, unfortunately, can't afford to donate hours per day to moderating, so fixing via moderation isn't a very good option.
There's a number of suggestions out there, but I thought I'd start a thread to consolidate them for my future reference.
Basically, we're well aware that the team server team limit of 5 is being abused; however it's not easy to deal with that. Teams can appear to be unrelated and then work in an alliance fashion for killruns, so moderation becomes difficult until after-the-fact. Our mods, unfortunately, can't afford to donate hours per day to moderating, so fixing via moderation isn't a very good option.
surely there's a way, say if you hardcode into the game that teams cannot coordinate or work together, eg. GDI or a single tag war dec requirement to special attacks, mods will not need time to moderate the server. or increase team size to 10 so people can defend themselves properly, but i have an inkling feeling that teams of 5 is geared towards netting more than warring, hence 5 rather than higher numbers per tag.
so basically, the rules themselves imply the server for a team-netting challenge, but being inadequate, what they are actually doing is encouraging a gan grape environment. (eg. reality between unwritten and written rules)