
I would like to propose a change to strategic game play mechanism in community warfare with Inner Sphere versus Clan. I believe I kept this as simple as I could for PGI to implement. I would like to go through the pros and cons of my idea. In addition I would like for others to point out possible pros or cons I failed to take note of. Keep in mind we need to keep things simple to make implantation easier.
PGI would need to modify certain conditions on planets throughout the Clan invasion corridor for Clan and Inner Sphere. The main idea is to keep things the same for Inner Sphere, they would have to win 10 attacks to control a planet anywhere on the map. Clan conditions would change over distance/depth and time.
TL;DR abbreviated version: Look at map

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1. Clans should initially be able to take Inner Sphere worlds easier than they are now. Lower attacker's victory conditions and then gradually increase them over distance/depth.
- Pro: This would simulate the IS begin caught off guard and their defense's not correctly positioned or having enough numbers. Makes it easier for clans to gain territory quickly.
- Con: Initially creates limited situations for IS to counter attack. Has possibility of initially increasing the speed of Clan advance to 'unrealistic' timeline.
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2. Initially make counter-attacking more difficult for IS against clans. Increase the time IS units can mount a counter attack against clan planets, then gradually decrease that time over distance/depth.
- Pro: Increase time factors makes it easier to clans to continue on with additional attacks before IS can respond, simulating being caught off balance and not having enough forces in the region to deal with invasion.
- Con: Time constraints make attacks for IS limited so they are initially limited to defensive missions. This may create 'unfair' or not fun play styles for a limited duration.
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3. Make map open for Clan units to attack against any Inner Sphere planet within range of their borders. Limit the options for Clans to attack each other initially to one planet on each border. Give the Clan players more control over where they can go at first.
- Pro: This creates more unique situations available to all players instead of following a scripted attack/defend options. Decreases time for Clan players to drive further into IS territory and then makes it easier for IS to go on offensives. Limits the amount of Clan player time spent fending off other Clan attacks.
- Con: Possibility of spreading out and diluting to much player efforts and may increase time waits for certain planets. (PGI proposed fixes for this may help out a lot). May make conditions were planets go undefended.
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4. After a period of time, controlled by PGI (not hard coded but flexible), PGI reverts the entire map back to conditions similar to what we see today. It takes 10 successful attacks to win control of a planet. Limited contract options for both sides to attack.
- Pro: Brings things back into line with PGI original intent.
- Con: Wait times.....but once PGI fixes implements their fixes for wait times and such things, IMO, should run smoothly. Limited options for player base to create unique conditions on IS map.
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I would like to point out that in the future this same idea can be applied for the Inner Sphere units for Operation Bulldog and other events PGI may want to implement. So the door will “swing both ways” at one time or another for all players.
Here is the map I have included to help with visuals. The wave conditions can use either lore based lines or my generic lines. All values used are what I believe make my idea possible. Times for counter attacks probably need adjustment. Both conditions and times have their pro and con points.
