User blog comment:Luperza/Brasil, PlanetSide 2 and Things/@comment-136.1.1.105-20131023212003

The overpop faction on any server has all the reason to stay overpopped right now with the resource and alert system the way it is. The more you can win by overwhelming, the more resources you can earn and pull more items  (c4, grenades, etc), keeping the fight unbalanced and always in favor of of the overpoped faction. You can change this by implementing this logic: the more players a faction has on a continent (more likely the greater of a percentage of the overall continent population) the fewer resources get delivered to that player, because the faction has to split the resources more ways. Also, the greater the percentage disparity, the longer the respawn times further away from the warp gate, since the factions nanite regeneration systems have to conetnd with more member signatures in the field.

So for example, with 1000 players (bear in mind I cannot math very well): The faction population split on Indar is 55% VS (550 players), 25% TR (250 players), and 20% NC (200 players). As it is here, during an alert, the VS could easily push out to get a rapid commanding lead because of their 30% (300 player) advantage. As they push the boundaries closer to getting a dominating victory, they get even more resources and spawn options (there is no risk to pushing further out of your territory, since you can simply use squad deploy to travel without having to work to get there). Even if the other factions are able to hold out, they will have their resources drained and ability to actually counter reduced, making the fight completely one sided. What I would like to see happen is that as the population advantage grows your resource gain gets reduced to a trickle, as well as having the spawn timers increased the further away you are from your warp gate. The underpopped factions in this scenario, TR and NC, would get a population resource boost (with NC getting a bigger boost), as they would have fewer players to route the resources to. Also, their spawn timers would get reduced closer to warp gate, so maybe two or so territories out from WG would be allowed to spawn as soon as the deployment screen pops up.

Reading that, I don't think the example helped very much. Anyway, TLDR I would like to see both overpopulation and distance from warp gate inversely affect resource gain and spawn timers.

On the subject of alerts, we have to make it so that the losing factions in a dominating victory are not completely snubbed of any reward for having participated (20% experience gain is not a 'reward'). Perhaps tie in the Dominating Victory with the inverse effect, so the greater your overpopulation victory is, the less xp you get. Also, award underpopped factions bonus 'Valiant Fighting' for holding out for certain increments of time.

Anyway, those are a couple of my ideas. And nerf the ZOE.

-WarOtter (Mattherson)