Its a hard issue to solve, Liao in particular has been losing ground constantly, despite our unit winning most of our matches tonight we literally can not fight back because of ghost drops eating away at our planets. But on the other hand if Ghost Drops were removed IS could completely lock out Clans by not engaging them at all.
There needs to be some solution, Davion has a humongous population that is gaining victories, but isn't getting an entertaining fight, and Liao is saddled with fruitless victories in the face of an unending, around-the-clock tide of Davions. We've lost 4 planets already, without a prayer of pushing them back. At this rate Liao will not exist as a faction on the map, and that is not acceptable.
I am opposed to the proposed flexible weight solution. Balance in this game is so precarious that I feel that any changes to the drop deck size would be too overwhelming an advantage. I prefer keeping the meta of CW out of the core gameplay.
(This opinion is likely to change if clever Eve Online inspired logistic options are available later on.) I would rather a victory feel legitimate based on player skill and strategy. There are already too many elements skewing that balance (ex Pilot/mech skill upgrades and expensive modules).
Proposed solution: Do away with the 11 win system, and replace it with a percentage. Then, scale victory gains as inversely proportional to the active (currently dropping) population ratio between each faction, while assuming factions with two equal populations would still need +11 wins. This should allow factions with smaller populations to make larger gains towards control with each victory, while more populous factions, can still ghost drop to victory, but they will be less effective. It might be necessary to give a small buff to the more populous side to help compensate for the increased logistical difficulty in organizing.
Some UI elements should also be made to convey exactly what percentage is currently being fought for by other units in your faction, and what percentage towards control your unit can currently win with a single match. As well as the relative power of the opponent's forces.
Some other benefits: This system would also enable certain planets to be more fortified or vulnerable than others for lore or strategic purposes by weighing the win percentage artificially. For example, it should be easier to defend home systems, and harder to defend a region cut-off from resources.
TL:DR Make it easier to gain control of a planet if you have a smaller population of active players in your faction.
Edited by Pit, 14 December 2014 - 11:29 AM.