Board Thread:General Mod Discussion/@comment-26322120-20151231185738/@comment-26172435-20160111221614

Heartgold1234 wrote:

Gen. Grievous1138 wrote:

707Mithrandir wrote: Guys (and gal), can't we all agree that, at least from the books, evil had the upper hand due in part to some OP perks (wraiths, spiders, trolls, explosives used in sieges) but mainly their strength was in numbers, and hence, evil has generally weaker units but far they are more numerous.

Good, on the other hand, has generally strong units (Elves, Dwarves, descendants of Numenor, skilled horse-men, Eagles, and much more) but we hear quite often that they are dwindling, especially the Elves, and they are typically few in number.

So, like many of us have been saying: To balance the mod, good will always have better units, but they will be more expensive and cost more alignment and spawn less often. Evil will generally have much weaker units, but they will spawn more often, and they will be much cheaper to hire.

That is the canon solution. Also, Eru Illuvatar made Middle Earth. He is a good-guy. He is omnipotent. He is canon. But, for his own reasons, he did not snap his fingers and destroy evil as he could have. Same with the Valar. Evil does not stand a chance against them, but they stayed their hands like Eru, and hence, they are not a part of this discussion. The problem is that nearly every server has a unit limit that would make this unrealistic.

Gen. Grievous1138 (admin) comlink 22:04, January 11, 2016 (UTC) Which, no offense to Mevans, means that in all reality the mod needs a bit more optimisation. I know it's annoying to do and probably really hard to do at this point but if the servers crash from lag - which a fair amount of them do quite often - there's something wrong. The suggestion to code some configurable maximized # of hired NPCs per player was recently discussed and Mevans had his say in it too, if I recall correctly. A no go for the mod, so it's a server management issue.