The same goes for defending planets with ghost drop counterattacks.
Once the attackers figure out they are not winning they can drag out the game by not attacking at all, locking the defenders down to have more space for ghost drops.
Possible Solution: Include margin of success in the rewards for games. If an attacker is able to complete the attack in less then 50% of the available time (15 minutes) and without using up more then half of its available mechs (less then 24 death) the attack gives 2 sectors instead of one. If the defender is able to complete the drop in less then 15 minutes and uses up less then 50% of the available mechs they defend the sector and gain one back (automatic counter attack win) if applicable.
Additionally the ghost drop timer should be set to 15 minutes instead of 10 to get it closer to the (probable) average time for a CW match.
Explanation: This will alter the behaviour of the players involved. Right now a PuG Group has zero to no hope of winning the drop and accomplishing any goal. Often people will disconnect once they see a big premade on the other side. With Margin of Success implemented the PUGs will have the goal to prevent a "total victory" from happening and thats an achievable goal. 24 kills can be reached a lot easier then 48 for a PuG Group against a premade.
This solution will also provide an incentive for big units to go fight (instead of simply ghost dropping), because the planets will flip a lot faster if you win the fights decisivly, then by ghost dropping the planet. It will also be a hell of a lot more challenging and fun to try and win fast by big difference, even against PuGs. You get a goal that you need to work for, instead of a self fullfilling prophecy situation against a PuG team that knows it has lost before the fighting started.
Additionally the influence of smaller units will be boosted. If you have a high quality low quantity unit at the moment, your influence on CW is none-existant, because even if you win all your games, you won't take a planet with a single group, as long as there are 2 defender groups present. Margin of Success will change that.
I think that the pace in CW games is going to be faster as well leading to more drops being played, as people try to get that "total victory" and play more offensive.
Edited by ClaymoreReIIik, 16 March 2015 - 01:31 AM.