Yeah this is true in a way, But if you get a nice combo on the 200man zerg with them only having 200IP vs your 1200 IP i would think you would just delete them all, Its hard to say because we don't know forsure what would happen, But your right it could really keep the numbers down if it really hurt a lot bring 200 people to a fight. I am all for seeing more smaller fights happen. Like that 200 man group splits off into 4 50 man groups and they all fight different groups.In that case, going with 200 men wouldnt be a good idea right? Perhaps it could be -4 or -3 IP points per player and not 5 but the main idea is exactly this, to hurt the big zergs by their own zise to discourage the huge numbers.I doubt 50 men could wipe 200 anyways since the bigger zerg will be being reduced as players die along the fight and their players´ IP will be adjusted too.IDK about the IP affect, If you took 900 IP from players that would make them have an avg of like 200 IP thats like wearing t1 gear lol, I don't think that would go over very well as I would think that a 50 man party around 1200IP could wipe a 200man zerg with 200IP pretty easy.What disarray should affect is the effective items´ IP. That way everything would be nerfed; max HP, Max energy, HP and energy regeneration, armor, CC duration, CC resistance, Healing power etc.Something like -5 IP points per every player above 20 of the same alliance in the same map. I.E. 100 men sharing alliance would get -400 IP each and 200 men would get a -900 IP each. Does it look like too much? Not really, that much is what huge zergs need to be affected to actually get hurt by their numbers and fighting other big zergs wouldnt be a problem since both sides will be affected equally.Also i dont understand how the smart list works but it looks like it will only help when a zone reaches its population cap but it wont stop a 100 men zerg to face a 250 men coming to attack. The easiest way to handle this is just set the zones to not allow more than something like 100 players of the same alliance.I think there's 1 thing that is getting neglected and that is spamming tanks is still effective with big numbers, since cc doesn't have negative scaling in any way. I think disarray should also affect cc duration and cc resist, since in the formerly calculated 160 Vs 80 fight if the 160 man zerg has 40 more tanks, they can chain cc indefinetly, or cc bigger chunks of enemy zerg, removing any chance for dps to deal dmg.
TL:DR make disarray affect cc duration and maybe even cc resist.
I doubt a 200 man zerg would come with 1200 IP though.