KarlHenz posted in Playskewls: " People often quote the Allies as having a greater overpopulation. Now as an Axis I have to admit this is not true the Axis do have a greater amount of time.
However a vast amount of this time is dead time. What do I mean by this well if you check the stats on towns taken it only happens during the peak hours of high population. After around 6.00 AM GTM the map goes dead the only caps you will see are softcaps or if you are luckly the odd dock in kamperland. Until around 4-5 pm when we start to hit the European peak. This time is quite interesting it swings between allied and axis over population until around 8pm in the evening this is when the Axis kicks into full gear. They tend to have overpopulation until 12pm when it balances out until around 1pm when the population kicks into really high gear with the USA players. Their over population carries on till around 4-5 am before tailing off.
The amount of overpopulation a side has is a rather pointless stat if during the whole of the time the population is so low that taking a town is no longer possible. Before AO's and TOE's a low population with a population could take a town. The infamous axis breakfast club would pick of quite a number of towns during this time. I have to agree it go to the stage where they would almost win the maps for us. Toe's and AO killed this system why because you have to in 90% of cases drain the supply to cap. Quick caps are are no in general that common.
In order to drain the supply you have to kill the enemy faster than they are killing you. The faster the supply is drained the quicker you can cap the town and it has a follow on effect. This is due to the supply timers add in brig movements now your not just draining one town but 3-4 brigs are required.
The end result of all this is the faster you can kill the more likely you are to take town. The higher the population of the server the higher the kill ratio goes the greater the change of taking not only that town but the other towns guarded by the unit.
So the amount of time your army has an overpopulation means nothing at all. It does mean the number of players on each side during the overpopulation is vital to a high kill per a second.
Let me explain. If you fighting 50 people against 50 they might have a k/d of 10 per a minute. For a force of say 500 people it will take you 50 minutes to drain that brig then you have 3 brigs so thats 2.5 hours to drain the supply.
Now in simple terms if you double those figures to say 100 against 100 now you might think it would take half the time right. Wrong the more people you have in one contained city the higher the ratio goes. Trying to spot one 50 men spread out across an area migth be hard with 100 men across an area you have more targets on both sides. Keep it easy say the kd/ is 25 this means you can drain the supply in just 1 hour.
If your draining supply at a rate 2.5 time higher than the other side your ability to move the map vastly increases it does not matter in a sense how much less time your overpopulated if your 2.5 times more likely to take the city and move the map.
So when certain people quote that the axis have an advantage in terms of having a greater amount of time overpopulated it is little more than smoke and mirrors. For the reason I have given it does not matter as much in term of time but in size of popualtion. Now if they publish not just the amount of time in over popualtion but the number of players on both sides it would give a true reflection on the how overpopulation effects the map.
One final point to make on this subject which is also vital. The allied over population always follows the axis over population. This has a big impact at times because the axis attacks will leave units with little supply and leaves them open to allied counter attackers. Their planning has to be two phased not only to attack but ensure they dont leave them selves open to attack.
After the allies prime time their units have over 7 hours to regain full supply before the axis have anything like the numbers to cap a town.
The only solution to this issue is maths. The supply in a town would have to be changed based on population not only the starting supply but also the rate at which supply was refershed. I am not even sure that would be possible to work out.
Well anyway I hope this clears up and maybe explains so of the logic behind overpopulation."