I’ll admit to being stumped on how to avoid overcrowding of the start
location in my game design.
Players control a bunch of characters, enough to group into armies and
parties, and start on an instanced piece of land. No open pvp, player
structures are co-op and the only way to destroy them is to build
something better overtop (to minimize griefing). All buildings must be
occupied to be owned. The idea is that players spread out from a central
start location, building fortifications and towns to support being
farther away from home as the go. Players who join later will be able to
take advantage of these early constructs close to the start to quickly
catch up to the long time players.
Anyways, there’s going to be a lot of players with a lot of troops
building a lot of things, and limited spawn locations just won’t handle
the influx of players. The only other option I’ve seen is to have
players scattered raondomly throughout the world, but that conflicts
with essential game mechanics and storylines.
Maybe some sort of clever instancing, but then it would be hard to keep
up the semblance of a persistent world.
Any suggestions or examples of games that handle this problem would be
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Multiple spawn locations, perhaps starting with just one then adding
more as the number of players grows?