CyclonerM, on 04 April 2015 - 01:36 AM, said:
Well, as often happens, blame PGI and their simple design for the attack mode.
The current system favors victories in the last 2 hours or so, but the number of zones is quite too high.
Why? I do not agree that the only battles that matters are in the last hour, however this is how it goes. If an average victory by attrition in attack takes, say, 25 minutes, you would need either 5 hours or, more realistically, a large number of attackers to take a planet. But how often you see units doing light rushes when there is little time left, to take those last precious zones? With the fix on the April 21st, attackers will fight a lot more counterattacks, too, taking even less zones. Unless the number of zones is reduced back to 11 at least, you will need to do rushes even more to take any planet.
This is what i do not understand.. If a planet, say, has only 7 zones to be fought upon (and the algorithm worked in a way that gives the attacker faction another available planet as soon as the first target reaches 100% or something like that, so there is more to fight on), there would be much less pressure to take planets and there would be all the time to win by attrition all the times. Victories would matter more. It could work with the upcoming change since counterattacks will also happen more often.
I get what you are aiming for, but I don't think that would work. If the planets had half the sectors, the light rushes would only happen on more planets.
What I would like to see is if taking over a planet would take far longer, at least a week.
Right now we are taking whole planets in 8 hours, three times a day and thats the reason the CW map changes so rapidly. I really would like to see that we have to do full campaigns for each planet. Different kind of objectives, scouting missions, taking cities or spaceports or the side that loses on the planet could fight for a safe retreat, evacuate civilians or save equipment.
There is a lot of unused potential in the CW concept.