Open sudojunior opened 2 years ago
If the deployment is configured to run at maximum capacity, Discord would be the only blocker to it's process:
50 lobby channels at any given time
Of course the objective is not to push this to the absolute limit, but it is useful for gauging service usage as well as scaling the 'cost' of these credits appropriately to reflect that.
This includes credit costs for both users and servers / guilds without any idea of what limits should be in place or the appropriate cost of each action.
Any destructive actions are intended to deter unless absolutely necessary.
I can be cruel here and suggest the possibility that sending a request to join could also cost credits, but that would wager into a system of bias and abuse of each other's credits... so I'd prefer not.
This is would be a core implementation to limit how many games can be created in any guild per user.
The idea is that a player gets
n
number of credits pertimeframe
(be it hour, day, week or month) thereby allowing a routine restock once the supply for each user is replenished. This can extend further into specific guilds, but I'm not sure how long it'll be before it becomes unnecessary or tedious before end-users decide to find another bot or attempt to host it themselves and override the limits.