Zeleglok, on 16 December 2014 - 05:53 AM, said:
The problem's simple : if many, many players attack a single planet, especially when they form in large groups - enough defenders can't be found. So, those attackers get into a match where they have to invade an empty base ( defend + zero enemies seems to occur as well ). That's an autowin and a point for attackers.
The proposed solution is :
1) Winning an attack / successful defence worth a point. Sides can change, so we play hold territory or counter attacks, but still : 1 WIN = 1 POINT. Instantly. That's necessary to make a draw possible.
2) Each planet has a timer saying when the last ACTIVE match ( with both sides present ) , which was won by defenders (?) , occured. If somebody attacks the planet and they don't find defenders in time - ok, they get into a match with no enemy team. But if nobody defends the planet for, say, LESS than 2-3 hours - this match results into a DRAW regardless of attackers' actions. If nobody defends for MORE than 2-3 hours - this match can be WON by attackers.
The possible positive results are :
1) It's no more possible to grind points by fighing an empty base with lots of ppl attacking - you have to beat defenders if there are some.
2) It's not possible for defenders to protect the planet from capping by ignoring it - the timer ticks and you have to show up to prevent grinding empty base.
The thing i'm not sure about :
Only matches won by defenders reset the timer. There's more to discuss about it. Really.
There is nothing wrong with auto wins. It shows that one faction is stronger than another, thus they should win.
However all engagements should swing the counter. Even counter-attacks should swing the invasion counter plus or minus 1. That way, though terribly outnumbered, every win by the small team does count.
What we are seeing are defenders wins not counting because they are counter attacks. All wins, attacker or defender, should count towards the invasion counter.