Alexander Steel, on 07 January 2015 - 10:10 AM, said:
Maybe starting a planet at 0. +15 = Flip to the Attacker, -15 = Locked down by the defender.
Once either number is hit the planet gets locked down and can't be attacked by either side for X number of hours. So a successful defense of a planet ((that's strong enough)) can give the defenders a breather on that planet.
That's an idea I like.
Tiger 6, on 07 January 2015 - 10:16 AM, said:
In the event of an enemy turret drop occurring, make it so the defender would erase that win with the next successful defence of the planet?
This is also a good idea, perhaps to be combined with many of the other good suggestions... If a win is more or less meaningless a good defense from another match should over ride it... It also increases the value of an actual attack and an actual defense.
Vas79, on 07 January 2015 - 10:20 AM, said:
I would have no issue with the defenders being able to cease fire the planet, my thought with it was to allow an advance to keep moving and make the fronts much more fluid as I'm sure they would be with interstellar travel. A defender lock out could also lead to some interesting scenario's where you have units battling to keep that planet behind the front as it could be used as a potential counter attack point.
I agree with you there Vas. The current fronts are a bit... Stale and overly static. Planet progression should be "logical", we shouldn't have these unassailable islands sitting in the middle of everyone's territories like we do now.
Edited by Dimento Graven, 07 January 2015 - 11:03 AM.