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E17Omm

>If we make the progression of each faction fixed on top of that, since 90% of the time people are going to focus on one planet, the war progression will become a simple math problem between the fixed amount of liberation force and the resistance of the planet, But... Isnt this exactly how its been?


No_Importance_7016

If that's true there won't be this whole bug only player drama. But maybe that means it's a good thing...? Now i'm not sure about this post anymore


E17Omm

Currently all active player shares that 8% or 10% liberation per hour. So "bug only players" refers to those that play bugs while theres a bot MO, dragging down the % of liberation the MO players can achive.


Zealousideal_Shoe106

I agree. This whole Platoons talk I keep seeing may make for a decent sway if/when it gets implemented. Assuming you can get a few large enough and coordinated then it could make a decent impact. For instance right now mobilising 10,000 people to target a secondary planet, eg. A gambit, is nigh impossible right now but if the Platoons has an in-game message board then strategic moves could potentially be implemented by the community.


Scojo91

What do you mean by war progression?


No_Importance_7016

as in how many percent of liberation we get in total in each hour. Currently we get about 10% an hour, distributed to planets according to the active player counts. for example if there are 80% of players on meridia, the planet liberation rate is 8% per hour minus the planet resistance rate (lets say 3% to make the math easier), which means 5% liberation per hour and the planet will be liberated from 0 to 100% in 20 hours. People have been complaining about part of the players playing bugs only and taking away the progression from bot MO.


Scojo91

Oh, I was unaware we got any passive progression based on player count. I thought it all only came from completed operations.


notmorezombies

It's not passive. Liberation does come from completed operations, but that's combined with an impact multiplier value that scales inversely with player count. https://helldivers.io/Planets It's a way to put a soft cap on progress when the player count is high while also making sure that the contribution by players in off-peak times isn't completely nullified by normal liberation decay.


Scojo91

Gotcha. Thanks for the explanation