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Cw - Margin Of Success Vs Ghost Drops


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#1 ClaymoreReIIik

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Posted 16 March 2015 - 01:26 AM

Problem: In community warfare a ghost drop (attacker in queue not finding a defender drop) takes somewhere between 13 and 15 minutes to complete giving the attacker a sector. Even if you are a vastly superior defensive team its hard to win a defense in under 15 minutes. Most of the time its much more likely that the drop goes on for 20 minutes (+ queue waiting times) and more. This means that even if the attackers do not win a single drop, once they have 2 groups attacking they will gain the planet, because there will be a ghost drop every 15 minutes. For each successfull defense drop 2 sectors will be lost to the attacker, even though they are not winning in combat. (The third ghost drop will launch into a game with the defenders coming back from the first fight, freeing the former fighting group to ghost drop.)

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.


#2 Gorashin

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Posted 17 March 2015 - 04:50 AM

Sounds good to me





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