Agreed.
Past discussions on this often concluded with something akin to "more than 50p is just intrinsically bad for RenX gameplay". (but the market wants it regardless)
And we've been in the process of figuring out exactly what these effects are so as to improve 64p gameplay. (and I wouldn't rule out 80p becoming a thing, either)
For instance when it comes to credits I'd say that max. vehicles doesn't scale well with player count. (causes: challenges to map design and server performance)
Being a tanker can be doubly expensive compared to playing infantry because tankers tend to buy both inf and tank if money allows.
And since vehicles tend to get maxed on 64p, there's going to be a lot of infantry running about, each amassing a steady influx of credits.
I'd say this will be a contributing factor to there being a teamwide surplus, especially if people know how to balance each other by donating.
Part of the solution to this may be to:
1. Dynamically reduce (passive) income according to playercount (e.g. -50% while >40 players)
2. Maps that support more vehicles
3. Servers that support more vehicles (depends on CPU single core performance)
4. Under X
5. Exclude more non-X/small maps from mapvoting at high playercounts (comes at the cost of variety)
What are your thoughts on this?
Speaking of donating.. I don't think the new "auto team-donate on leave" function has been compensated for with a new credit sink yet.
Since the majority of people never cared to donate when they left, was this a necessary sink that is now gone?