Problems:
- Planet flips at the same time everyday marginalizing non-North American players.
- Right now there is a 6 hr window with a 30-40 minute ceasefire. Planet, flips after the ceasefire around 11pm CST - prime time for a lot of people, work/sleep time for the rest of the world.
- Potential solutions:
- Extend the time it takes to flip worlds. Change the cycle so that it is 29 hrs or 34 or even 14, something odd so there is always a different TZ that gets in on the final action.
- Change the points. Simply tally the number of victories for both sides at the end of each ceasefire, and they win 20% of the planet. There is a window available for every part of the world to make a difference then. Also, would need to change the timers a bit so that there were five attack/defend phases per day rather than four.
- Extend the time it takes to flip worlds. Change the cycle so that it is 29 hrs or 34 or even 14, something odd so there is always a different TZ that gets in on the final action.
- Right now there is a 6 hr window with a 30-40 minute ceasefire. Planet, flips after the ceasefire around 11pm CST - prime time for a lot of people, work/sleep time for the rest of the world.
- Ghost Drops
- Coming from one of the least populous factions, we've been losing world after world because of this. Still there needs to be an ADVANTAGE to having superior numbers. This needs to be balanced with the fun aspect.
- Potential solutions:
- Limited Ghost drops per planet per person
- Example, my PUG group or 12 man drops on planet X with no defenders as most Mariks are asleep. Suddenly we realize we can just run up the score. After Y number of drops, say two or three under the current system, we have to select a different world to munch until the next ceasefire.
- This is my second least favorite option since it really punishes players, but needed to be put out there. Plus it ignores the role-playing aspect of the game.
- Example, my PUG group or 12 man drops on planet X with no defenders as most Mariks are asleep. Suddenly we realize we can just run up the score. After Y number of drops, say two or three under the current system, we have to select a different world to munch until the next ceasefire.
- Ghost drops mean less.
- Each ghost drop is worth 1/10 of a victory. Congrats, your unit has rolled an undefended abandoned decoy, but still controls part of the planet.
- Eliminate Ghost Drops entirely
- This is my least favorite option because it restricts CW unnaturally. Not every planet can or will be defended.
- Increase the value of contested fights.
- That rousing defense where your unit has smashed 48 mechs and only lost 13 IS epic, and should be rewarded. Now your <insert faction here> can move/devote other mechs (those you didn't use at that drop zone) to other fights across the planet where they are needed.
- Limited Ghost drops per planet per person
- Potential solutions:
- Coming from one of the least populous factions, we've been losing world after world because of this. Still there needs to be an ADVANTAGE to having superior numbers. This needs to be balanced with the fun aspect.
- ZERG!!!
- Yes, I use this tactic but there needs to be added complexity to invasion. I'd like there to be a point to destroying the defenders en mass.
- Only the generator matters....
- create two or three other objectives, NOT near the generator that requires some teamwork to eliminate. No the gates don't count since those are just barriers to get everyone into position on the map.
- Increase the HP of the Generator
- I'm very skeptical of this being a great solution since it virtually eliminates solo heroics that happen when your team creates a diversion. My unit has done some very different feints to achieve victory by getting just one or two of us to the generator.
- Improve the shielding around the generator.
- This eliminates some of the firing lanes in the match, making the generator harder to get at, and thus quickly destroy.
- Repair the gates!
- Allow the defenders to get back to the gates and repair the generator. Maybe turrets as well...
- Increase the number and buff turrets.
- Honestly they are pretty scary now.
- create two or three other objectives, NOT near the generator that requires some teamwork to eliminate. No the gates don't count since those are just barriers to get everyone into position on the map.
- Only the generator matters....
- Yes, I use this tactic but there needs to be added complexity to invasion. I'd like there to be a point to destroying the defenders en mass.