Dimento Graven, on 07 January 2015 - 11:43 AM, said:
I'm not sure that's true though. If PGI doesn't address how planets are won and lost BEFORE addressing the logistical consequences, it's probable that the win/loss problem would be that much more exacerbated and worse cause an even higher level of attrition amongst the CW crowd.
Nah, let's nail down how we want planets to be won/lost, then worry about the benefits awarded and costs required...
This I can go with. I still stand that this game needs to have it's pace slowed, but the impact from all time zones increased
I still like my 'boxing round' theory.
Planets take 3 days to take, (71 Hours with 1 hour for Ceasefire)
Each planet has it's attack territories set by importance and size once logistics gets inolved but set at a base 15.
Every hour, a territory yields a 'victory token' (creating a pool of 1065 tokens for 15 territories)
The faction that holds 533 tokens at the end of the 3 day period take the planet. (this would change with more or fewer territories)
Tokens are won by the faction that wins the most contested battles in that hour.
- If no side attacks that territory, the owner gains the victory token by apathy (this starts with the original faction owner)
- If no one defends, ghost drop occurs and the side that then has the most ghost drops that hour take the token and become the owner, eliminating the 'apathy defense'
- Ghost drops count as 25% a normal victory if contested drops are done on this territory that hour.
What this does is slows down the pace and prevents burnout that I am currently seeing and hearing from units who have large memberships who can only participate 1-2 days a week or for limited times that are not during the Hot Zone of the current set up.
Right now the map is too fluid, but also is too narrowly focused. Slowing the pace down, would allow for more maps to end up being able to be fought over. Now, if you don't pile on to one planet, you lose it via ghost drops. This way, 3 hours would not be a huge turning point unless there has been activity throughout the entire day, and time gives the victory and not a direct 1 to 1 ratio by battles fought.
Large population still has an advantage but it is more or less buffered so it is harder to exploit population without losing all of it's benefit. Combined with the high fluidity of the map where you can lose a significant chunk of territory while you are unable to play (this game shouldn't be targeted only at children, the disabled and unemployed who can play constantly, not criticizing, just pointing it out).
It provides for future 'garrison duty' ideas of guarding a territory if you allow units to choose which territory to attack, and be rewarded with C-bills and LPs for holding a territory without matches, stuck in queue. It wouldn't pay much but some reward for time is better than nothing.
Edited by Kjudoon, 07 January 2015 - 12:11 PM.