Galiantus III wrote:Aclion wrote:Without restricting the number of BC officers increasing the number allowed RO would have an effect on gameplay. This isn't hampering anything, just preserving status quo.
In fairness to Souls, I was actually suggesting a stricter limit on BC ROs. But yeah - if we increase the maximum allowable ROs it should at least be done in a way to maintain the status quo on BC powers.
And my point remains that adding more does not
-increase ejection speed. There's already a per-region cap that's low enough that any more than 2 people even trying at once just makes it harder, and one fast person alone is better than one fast person and one slow person, all because of the low cap and the way the cap is structured. (the same cap which has made refounding liberated regions near-impossible)
-increase odds of someone being online to fight a lib. Because a) with the time delay on adding BC powers, you're in the same exact place early on in ops, and b) by the time we're at 12, there's already going to be someone on, period. 15, 20, makes no difference if you're already long past 100% coverage. and really, 3-4 BC RO's is the point where all updates can easily have at least one person on.
-Make any major change to long-game influence. Roavin noted a few minor points there, but also conceded the ultimate points - adding more RO's does nothing that isn't done just the same by listing more people to be endorsed in the WFE, and then just removing/adding BC powers around as needed when it comes time to use that influence.
More RO slots at this point would not have a substantial impact on the "active R/D operations" side of GP. The biggest Gameplay effect I'd imagine you'd see, overall, is, well, more RO's being appointed. In less update-focused regions, i.e. native regions, this might mean higher odds of someone being on to prevent a raid. It might mean lower standards to be some type of RO, which could help sleepers/coupers, but *mostly* only if they're given BC powers. etc etc.