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I get what PGI is doing with their attack windows, but this isn't working for victory. I go back to my "Boxing Round" proposal. I think it should be spread out over multiple days, but whatever, let's take it for what it's worth.
Here is a modified version for day long play.
- Every hour of planetary control = 1 Victory Point (VP) for that side.
- An hourly VP is assigned by the side that holds the most sectors for 31 minutes of each hour.
- Sectors are won by most winning drops COMPLETED in the hour period regardless of when the search started.
- Ghost drops count 25% of a regular drop (to simulate the value of lost equipment versus winning unopposed)
- The side that has 12 VP at the cease fire wins control of the planet. (23 contestable / 1 ceasefire)
- Planets enter a 1-3 day cooldown (no counterattack) when go over 80% control by one side. This moves the front.
- Planets controlled between 51-80% will switch control/defender, but resume fighting after ceasefire.
- Territories are NOT reset after ceasefire. They remain in same status till 80%+ is controlled at the next cease fire, then reset.
What this means is every hour is individually important, and the more VP you take early after ceasefire, the planet can be won in the first 12 hours after ceasefire, but won't be taken off the table if during the remaining 11 hours, attackers win at least half the matches.
This is one way to keep things fairly simple, front load the importance of non-NA timezones, encouraging growth overseas, but leaving the last hours important in either keeping opportunity to keep attacking in the hands of the populated NA time zones. It also gives a standing advantage to defenders because they have great opportunity to keep earning victory points early on without effort being pushed by the attacker.
I'm sure there are flaws, but this is my effort to provide with a more equitable, and fair way to contend for planets without alienating anyone too badly.
Here is a modified version for day long play.
- Every hour of planetary control = 1 Victory Point (VP) for that side.
- An hourly VP is assigned by the side that holds the most sectors for 31 minutes of each hour.
- Sectors are won by most winning drops COMPLETED in the hour period regardless of when the search started.
- Ghost drops count 25% of a regular drop (to simulate the value of lost equipment versus winning unopposed)
- The side that has 12 VP at the cease fire wins control of the planet. (23 contestable / 1 ceasefire)
- Planets enter a 1-3 day cooldown (no counterattack) when go over 80% control by one side. This moves the front.
- Planets controlled between 51-80% will switch control/defender, but resume fighting after ceasefire.
- Territories are NOT reset after ceasefire. They remain in same status till 80%+ is controlled at the next cease fire, then reset.
What this means is every hour is individually important, and the more VP you take early after ceasefire, the planet can be won in the first 12 hours after ceasefire, but won't be taken off the table if during the remaining 11 hours, attackers win at least half the matches.
This is one way to keep things fairly simple, front load the importance of non-NA timezones, encouraging growth overseas, but leaving the last hours important in either keeping opportunity to keep attacking in the hands of the populated NA time zones. It also gives a standing advantage to defenders because they have great opportunity to keep earning victory points early on without effort being pushed by the attacker.
I'm sure there are flaws, but this is my effort to provide with a more equitable, and fair way to contend for planets without alienating anyone too badly.
The biggest benefit I see is that it takes victory out of direct line of number of battles fought, and puts them into territory held over time, no matter how fierce the fighting is.
Also, with control flipping at ceasefire, but without any clear victor, this will hopefully slow down the pace of the game to where players who can only play once or twice a week are no longer shut out of important battles as well as allow an achievement early in the day has just as much significance as one later in the day.
Although ghost drops still exist to end apathy defenses (a single ghost drop in an hour where no one shows up can flip one sector) they are greatly reduced in importance as a contested victory equals 4 ghost drops.
Another way to handle this would be to provide 1 Victory point per sector held, meaning the larger the planet, the harder it is to flip, and vice versa. But also that, during the day, attackers would get credit for holding territory instead of being shut out completely. This too would end up keeping the importance of a single territory captured for an hour or two high as it could be the key to holding or taking a planet, or changing from attacker to defender at the ceasefire.
I would love to hear your feedback on the idea PGI.