No idea yet, NS1 was intended of 16 I think, still, many servers ran 24 player and some even 32. I would imagine the ideal target would be 16 but server admins will push it as high as they can or untill there are too many players for a decent game to happen.
<!--quoteo(post=1808587:date=Nov 22 2010, 10:35 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 22 2010, 10:35 AM) <a href="index.php?act=findpost&pid=1808587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No idea yet, NS1 was intended of 16 I think, still, many servers ran 24 player and some even 32. I would imagine the ideal target would be 16 but server admins will push it as high as they can or untill there are too many players for a decent game to happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
i'm with you here on the target of 16 for the standard game. smaller maps in ns2 may not handle 12 or 16 on a side very well.
but hopefully there won't be server side limitations here. i'm sure there will be some larger community sourced maps.
I would imagine it's mostly dependant on the size of the map and the commander(s) ability to keep up with events. Theoretically you could have 100 players as long as the map is big enough and there is enough to do for the comms.
I put in my vote for at least 24 , prefered 32 players... I aint a pro and like to hide my deficiencies behind numbers of fellow noobs.
I find that the smaller the teams are in public matches the larger the impact ass hattery has on everyones game, plus elitism creeps in and ruin the fun more in smaller matches. Clan matches its fine, its a team of friends and / or players that know each other well enough not to get upset at the first mistake, in pubs a mistake is followed by a call for voke kicks in small team games like L4D for example ( great game , crap community ).
Its easier for clanners to enforce a 6 man limit with clan rules than it is to get pubbers to play nice in a 6 aside match.
24 at minimal, 32 is best for pub servers, may be viable to have a special league setting for 'pro' matches.
<!--quoteo(post=1808629:date=Nov 22 2010, 05:30 PM:name=Revi.uk)--><div class='quotetop'>QUOTE (Revi.uk @ Nov 22 2010, 05:30 PM) <a href="index.php?act=findpost&pid=1808629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would imagine it's mostly dependant on the size of the map and the commander(s) ability to keep up with events. Theoretically you could have 100 players as long as the map is big enough and there is enough to do for the comms.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not to mention the server has to have enough bandwidth to support all those players.
<!--quoteo(post=1808635:date=Nov 22 2010, 12:41 PM:name=ASnogarD)--><div class='quotetop'>QUOTE (ASnogarD @ Nov 22 2010, 12:41 PM) <a href="index.php?act=findpost&pid=1808635"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I put in my vote for at least 24 , prefered 32 players... I aint a pro and like to hide my deficiencies behind numbers of fellow noobs.
I find that the smaller the teams are in public matches the larger the impact<i> ass hattery</i> has on everyones game, plus elitism creeps in and ruin the fun more in smaller matches. [snip]<!--QuoteEnd--></div><!--QuoteEEnd-->
not a bad point. nothing worse starting out when you join a server with 4 or 6 on a side & somebody says 'can you comm?' 12+ on a side, you can hide. got to test to see if the maps can handle the larger # of players though.
as for ass hattery - this game tends to bring that out in people.
in ns1 a pub game was always a gamble. sometimes its great & sometimes one guy messes up the whole game. what's even worse though is how seriously a few people take it - the blowups were funny as hell.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->No idea yet, NS1 was intended of 16 I think, still, many servers ran 24 player and some even 32. I would imagine the ideal target would be 16 but server admins will push it as high as they can or untill there are too many players for a decent game to happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS was officially balanced for 6v6, but I always liked 8v8 the most for a pub. At 24+ players the res system and rfk really benefit the marine side more than the aliens. The inferior marine team just turtle the 3rd hive and get full tech, then push out on the map dominated by aliens for most of the game. Pretty boring/frustrating for aliens, especially if they've had had a reasonable amount of teamwork trying to take the last hive.
The new unified res system, tech point, and power grid/infestation dynamic in NS2 may alleviate some of these problems. Interested to see how it plays out.
Comments
I would imagine the ideal target would be 16 but server admins will push it as high as they can or untill there are too many players for a decent game to happen.
p.s Are there doors in NS2?
Short answer, yes.
I don't think you can weld them yet though. Not sure.
I would imagine the ideal target would be 16 but server admins will push it as high as they can or untill there are too many players for a decent game to happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
i'm with you here on the target of 16 for the standard game. smaller maps in ns2 may not handle 12 or 16 on a side very well.
but hopefully there won't be server side limitations here. i'm sure there will be some larger community sourced maps.
I find that the smaller the teams are in public matches the larger the impact ass hattery has on everyones game, plus elitism creeps in and ruin the fun more in smaller matches.
Clan matches its fine, its a team of friends and / or players that know each other well enough not to get upset at the first mistake, in pubs a mistake is followed by a call for voke kicks in small team games like L4D for example ( great game , crap community ).
Its easier for clanners to enforce a 6 man limit with clan rules than it is to get pubbers to play nice in a 6 aside match.
24 at minimal, 32 is best for pub servers, may be viable to have a special league setting for 'pro' matches.
Not to mention the server has to have enough bandwidth to support all those players.
I find that the smaller the teams are in public matches the larger the impact<i> ass hattery</i> has on everyones game, plus elitism creeps in and ruin the fun more in smaller matches.
[snip]<!--QuoteEnd--></div><!--QuoteEEnd-->
not a bad point. nothing worse starting out when you join a server with 4 or 6 on a side & somebody says 'can you comm?' 12+ on a side, you can hide. got to test to see if the maps can handle the larger # of players though.
as for ass hattery - this game tends to bring that out in people.
in ns1 a pub game was always a gamble. sometimes its great & sometimes one guy messes up the whole game. what's even worse though is how seriously a few people take it - the blowups were funny as hell.
I would imagine the ideal target would be 16 but server admins will push it as high as they can or untill there are too many players for a decent game to happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS was officially balanced for 6v6, but I always liked 8v8 the most for a pub. At 24+ players the res system and rfk really benefit the marine side more than the aliens. The inferior marine team just turtle the 3rd hive and get full tech, then push out on the map dominated by aliens for most of the game. Pretty boring/frustrating for aliens, especially if they've had had a reasonable amount of teamwork trying to take the last hive.
The new unified res system, tech point, and power grid/infestation dynamic in NS2 may alleviate some of these problems. Interested to see how it plays out.
12v12 and 16v16 sounds like chaos.
But yeah, I guess it's down to mappers.