Summary of what I think are the best points and ideas as of last night:
(incoming wall of text - brace for impact)
Spoiler
Uthael:
(in the event of a ghost drop) How about buffing the defenses of invasion maps to the point where 30 minutes of game time would actually be a challenge? There should be equal amount of challenge and reward in both; normal and ghost drops.
BlakeAteIt:
It would also help if when you go to pick a faction, you would be given the current pay information, and maybe a text blurb or short video extolling that faction's virtues. Obviously, Liao's would be the longest.
Paramemetic:
Liao cannot take planets back once Davion flips them unless Davion stops playing on them. Liao cannot hold planets that it attacks once Davion puts defenders on it, because those Davion defenders actually get "counter-attack" which allows Davion to take pips, but Liao cannot take pips in response.
Maxwell Albritten:
More than once we've been stuck "holding" 3 territory and winning every fight, but since we are never allowed to attack we can't actually win the planet. This is more problematic than ghost drops.
MischiefSC:
Liao is getting hammered for the same sort of reasons the FRR does -
When you are down, all your matches are 'defend', ergo you don't have much opportunity to move the pendulum back the other way.
I was up on the middle mountain scouting enemy troop comp and watched 4 of the Liao pugs shooting the gate itself. (because of the lack of information for new players in CW)
Finally, Liao is in a bad situation by only having 1 active border. (its only other border is to its natural lore ally Marik)
BlakeAteIt:
Some kind of pay disparity based on planets owned (more planets = more pay) and population size (fewer people = more pay) would be nice.
Some kind of major change to the group and solo queues may be required. Maybe shift game modes into CW?
MischiefSC:
Perhaps the better choice than money is a steep, steep increase in LP?
How about exponentially big increases in payout based on the length of a contract? Like 250k and 200 LP *baseline* for groups that sign 28 days with Liao?
Another option is some way to open another viable front for Liao. Just not sure how.
Units that sign with Liao can earn LP with another faction by defending there (say, Kurita or Marik) or some other significant additional perk?
MischiefSC:
If Liao, for example, jumps in against CGB and *takes the world* they now have a Liao world on the CBG front that may have belonged to the FRR. It can be taken back by anyone bordering it and they can (if able) expand from it.
This would be very attractive to a lot of big merc groups. Far more so than making a bit more money or LP but being pinned in a corner.
Grynos:
The key is to make it so that all the IS factions have to worry about losing their own territories from clans. CW needs to have more than just three IS fronts. Every IS faction should fear losing planets to clans. So I suggest that PGI splits up the clans to the outer perimeter of the IS. That would give factions like Davion,Liao,and Marik something to fight and coordinate with for, and would also ease the burden on the factions like FRR, Steiner ,and Kurita
Driftwoood:
The larger force in att/def numbers is favored with more attack/counter attack matches vs defense/hold matches, making it very difficult for the smaller group to increase/hold their tokens.
ChefGerstmann:
Kurita suffers from the problem of many of its organized units being European; several are German and any work they do is quickly undone by much larger Davion NA populations in the last few hours before ceasefire.
BlakeAteIt:
It forces Liao/Marik to ally or eat each other while the FedCom picks up easy worlds on the borders. This leaves Liao with a hoplesss one front battle, and Marik also pretty bad off.LC+FWL+CC vs FS+DC+FRR or CC+FS+DC vs LC+FRR+FWL would be more fun, I think. We STILL only fight on one border, but at least the factions that split the map are fighting.They split the FedCom up in lore for a reason. That reason was that it's boring, and dictates an outcome.
Tiger 6:
we don't have enough players to make CW work.
Right now we have several issues causing this:
1) The maps are bad for solos and small groups. Casual players don't want to wait for long periods in the queue, knowing that they likely have a 3 in 4 chance of getting stomped.
2) If you are not dropping in a large group and/or are really invested in the idea of CW, players will get bored by the wait time and go back to regular games because they really have no idea how long they will have to wait for a match.
MischiefSC:
Adding or moving clan factions isn't going to work because of population issues. Even if the population increases ten fold we will still have the same issue - Liao is pinned between the two factions with the largest loyalist player bases in the game.
MischiefSC:
Populations will ebb and flow; the advantages of that will move with it. I do not think that needs inherently fixed. Liao however has unique issues. Because of its map position it will never attract most the big 100-300 player units, even most mid sized groups will pass on it because of that as well. This leaves Liao short regardless of overall game population.
StillRadioactive:
Frankly, I think just changing Liao's planet picking algorithm to attack toward Terra like the Clans do will go a long way. If Liao starts expanding coreward, they'll eventually touch LC and DC.
Donas:
[In answer to Uthael's post above]
If they were Calliope Turrets, complete with 2xLLas, 2xMPLas, and 4xLRM5's, they'd be pretty nasty. PGI could even set them up to run off the generators in zones so hitting a generator would shut the few Calliopes near them down as well. Lights would have a lot more difficulty zerg rushing through. Especially with BAP on the turrets.
Tiger 6:
I seem to recall that at the launch party it was said that the idea was to allow mercs to perform 'deep raids', and faction regular forces to fight over a 'front' - which I understand to mean more than the single world available now.
Option 1: fix the current problem by allowing Liao to attack more worlds than Davion? More opportunities to get a fast match could encourage more mercs to come to Liao, and spread the Davion hoards a little more thinly?
Option 2: Allow Liao to conduct raid's played out on the non-invasion maps, which reward the same as the invasion mode game, but don't allow the world to be taken. These missions become available as and when the queues for the contested planet reach a certain length - again, provides more incentives for merc corps and solo players to stick with Liao by getting them a game faster?
BlakeAteIt:
Part of the problem with the way the map is laid out is that the FedCom is basically a foregone conclusion due to lore nerds.
Paramemetic:
Increasing the number of attack options isn't going to be a significant improvement with Liao numbers still low. After all, Liao can't put together enough people to handle its one front, adding another front is not helpful, as that just means there will be two fronts Liao can't manage. Letting Liao attack other places without opening a front just means Liao will attack that place and get outnumbered there, while still losing a planet a night to hordes of Davs.
MischiefSC:
Having the Clans encircle the Inner Sphere is theoretically possible but will require a map reset. I like the idea on concept, I just think it's going to be a harder sell.
Tiger 6:
Comp teams want to fight each other more than they want to make a ton of cash. Throwing money at them won't keep them with smaller factions that have just one active front. Newbies, Casuals and Solo's on the other hand could always use a few more CBills - but the current offering does not appeal to the guy who only has 1 mech of his own, no friends to group up with and only half an hour to play. He needs an alternative game mode to draw him in.
Grynos:
Make it so that Merc units cannot join heavily populated factions.
Abivard:
Ghost drops are a problem, they swing planets far more during the final two hours than at any other time in the cycle.
When in a game or pre queue, no one can see player counts in queues, not even with a 3rd party app so far, 3rd party apps exist that show the win count on planets, but it is often delayed by as much as 15 minutes, that could be two ghost drops in that time.
A simple doubling of search time to 20 minutes for a ghost drop would effectively mean a major demise to ghost drops effectiveness.
BlakeAteIt:
Here are ideas I've had.
- Bring back Lone Wolf and Clan Loyalist factions. These can hop on defense for any IS(LW) or Clan(CL) world. Base pay (no faction bonus), pittance LP for whatever faction they helped, but can help anyone. Keeps the "I don't care about the map, I just wanna KILL" crew busy, getting into drops (maybe even give them a "quick drop" button that puts them on whatever eligible team is forming and has space? Maybe weighted by faction pop?), and keeps CW teams filled out.
- Find a way to make turret drops take longer and be more fun, or just count less.
- Obviously we need better faction-wide communication. Built in (and opt-outtable) VoIP and faction-wide chat are the current suggestions I've heard. Both would be great. Russ is aware of our desire for these. Maybe keep poking him about these.
Tiger 6:
As a drop commander, I find the turret drops useful for training purposes if nothing else - currently there is no other way to drop onto those maps so its the only way I can do a 'walk through' with the team. I wouldn't want to lose the ability to do this until PGI allow private lobby drops on those maps.
Tiger 6:
As said earlier, a lot of the top players want to fight other top players. Those guys also want to play with their shiny clan toys. Liao does not offer those opportunities currently - perhaps they should? Could early access to clan mechs for Liao players could be a game changer here perhaps? Allow 1 Clan mech per drop deck for instance?
Vas79:
We went Liao to start because of the pay and LP increase before Christmas. We'll be staying for awhile yet because we're finding that the fights are fun and have a different flavour then the Clan vs IS matches.
Vas79:
An individual planet cool down as opposed to a map wide cease fire would go along way towards making fights matter in all time zones.
Once a planet is worked to 100% it would go into cool down on it's own and opens up the next planet in the corridor. The biggest issue for non NA units is that all the work you put in during your peak playing time can be for naught when the NA teams come on board and start playing.
Teng right now is sitting at 46% for the attackers with 27 attackers and 24 defenders. If it flipped at 100% sometime this afternoon it would give all of those players in that queue right now the feeling that they have accomplished something for their faction and it may allow for smaller units to end up gaining a planet with their tag on it.
Vas79:
One way to cut down on the turret runs might be to not allow the last couple of drops on a planet that would set it to 100% be ghost drops. That's just me spit balling an idea btw.
Tiger 6:
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?
Alexander Steel:
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.
Vas79:
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.
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.
Vas79:
What if each planet worked on a ticket system, each faction attacking and defending only had so many tickets per planet. Each mech death in match would represent one ticket lost. Once a faction's ticket count reached zero the planet would flip or you could take the planet by winning the zones by wiping out Omega.
Tie the ghost drops into the on planet ticket count, get your free win but lose half of the tickets participating in the drop. To go with an individual planet cool down they would need to allow more then one attack/defense on the borders to allow for more population playing then what a planet has allowances for.
It might also encourage attackers to fight more if they are having an issue winning zones, just wipe the enemy ticket count out.
Dimento Graven:
I see an exploit where the opposing team can just not defend 'hard' until the attacking force runs out of tickets on the turret runs. What I DO like about this solution very much is that I can see it encouraging more of a brawl and discouraging the zerg rush, where, typically, the zerging force loses 25 to 50 percent of their force attacking generators.
Kjudoon:
I still stand that this game needs to have it's pace slowed, but the impact from all time zones increased
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.
Vas79:
I would still rather see individual planets go on cool down on their own without a global cease fire.
I'd also like to see a "front" that wasn't just a narrow thrust after each conquest.
Dimento Graven:
Make all borders active and follow the FASA published jumpship paths for planet capture, progression, activation/deactivation. Each planet is connected to others via jump paths.
A planet is won by a particular faction if the total number of victories on the planet by any particular side exceeds 50%. If a faction has more than 75% the victories on a given planet, they own it out right for... 48 hours (not sure on this think on it), where no opposing faction can attack that planet.
A planet can be totally cut off from attack by an opposing faction if all the planets along its jump path are also captured by the same faction. Allows for map progression and adds more 'strategy' to the game.
TL;DR version:
Liao is not a 'fashionable' faction and suffers with low population counts. Incentives help in the short term, but its location on the map leaves it with only 2 borders, and one of those is to its battletech lore ally, FWL. Redrawing the map to distribute the clan invasion around the inner sphere might help with this, but would be unlikely to go down well with lore purists, though.
More is needed to get lone wolves and solo Liao players involved in CW to help their population (the announced change to counter attack mode may help here - easier 'defence' matches for casual players to join?). There still needs to be more done to cater for the "I just want to drop in a match and kill stuff" crowd however.
PGI needs to revisit their proposed ideas on having fronts instead of single worlds - use this as an incentive to draw comp teams, motivated by having their name on more worlds, to a smaller faction? - and allowing 'raids' by mercs and lone wolves (as an instant action option?) against their larger opponent (to tie up their excess of players during certain time periods).
The announced change to the CW cease fire cycle might address the concerns of some factions, who have the bulk of their better units in timezones that are too early to compete with the large NA population of Davion players - who at the moment have the last say prior to the current cease fire time (causing planets to be won by ghost drops).
The current territory win/loss mechanism favours the group with bigger numbers. The announced change to counter attack (to become assault / skirmish mode based) might make counter attacks easier to win and help solve this imbalance? As it stand currently, it is hard to take back territories once they are lost to an attacker.
Ghost drops are needed to prevent defence via refusing to defend, but they must be limited to a punishment option for this tactic alone, and not as a mechanism to take advantage of population numbers and timezones. Another tactic to make up for ghost drops could be to implement more and more potent turrets to make it challenging for the attacker.
Vas79 proposed an alternative "battlefield" style ticket system, which would punish ghost drops with a loss of some tickets in exchange for the win. Also the idea of flipping the planet as soon as it was successfully conquered (i.e. no set cease fire) or defended, with possibly a lock out period afterwards. Fighting would then move to other worlds. This could be used to make the map more dynamic than the current one world per day system.
Ok, I think that covers it (or I'm too tired to read and edit anymore ). I've credited everyone I quoted, but obviously had to make some edits to condense this a lot. If you've feel something important has been left out then PM me and I'll squeeze it in. I've cut a lot out where I think last nights post by Russ addressed the problems discussed (like the new ceasefire times), or where people repeated themselves or others (easily done when this thing spans 12 pages!).
LocationStomping around in a giant robot, of course.
Posted 08 January 2015 - 01:13 PM
Quote
On the other hand, having different points of view show up prevents an echo chamber, which is nice.
Which is what the more generic CW forum is for,rather than watching different organizations with different ideas for a solution flounder in a less-watched area vs. the spot designated for all of them together.
Sick of ghost drops for today. Looks like Davions were tired of defending their borders. At least their defenders disappeared after losing one of the battles. The Succession Wars have never been so epically boring!
Edited by CherkasovRUS, 08 January 2015 - 01:24 PM.
I mean, the NFL has teams (factions), but everyone in it is a player of the game of football in the same league.
Likewise, we have teams (factions), but we're all also MWO players collectively. Our experiences will be different from one faction to the next- Liao concerns are flavored differently from say, Kurita's. Or Davions.
The differences in perspective are valuable and yes, having random Davion chip-ins dilutes that benefit.
Our expectations should be the same. That's part of the problem. The only difference between factions is the little tag next to your name unless you're talking IS vs Clans. Populations ebb and flow. I've been a huge critic of the fact that the Liao faction has only 2 borders but otherwise it is all the same.
The idea that players with a Liao picture next to their name on the forum should view the game different than someone with a different picture next to their name on the forum is not productive. Davion had nobody on yesterday; we lost 2 worlds. Liao had nobody on last week and lost 2 worlds. Was the exact same experience, same issue. Same for Kurita or whoever. Game mechanics are game mechanics and as valid for any one person as another.
I grew up a Seattle Seahawks fan through the 80s and 90s. A friend was a Cowboys fan. Today the Cowboys are doing poorly and Seattle is a big deal; they were quite the opposite when we were kids. We may have rooted for different teams but that doesn't mean we have different views on football. Well, we do in as much as I don't care anymore and he still does, but that's quite apart from our preference for teams.
Discuss the topic, not the people, or even motivations. The solution this thread put forward is IMO the best all around resolution for ghost drops, population disparity and such that has come up. That is totally unrelated to what picture is next to someones name on the forum.
Its simple Kjudoon. You log in, you win some and you lose some. If you have a problem holding planets and don't like it then form alliances and organize your 200 man unit. I have seen units with 12-20 players playing about every day make huge progress. Also there is always going to be Hyper active players that have enough free time to play all the time. Don't knock them because they can do that. Also lets not make assumptions on who spends more money on a game. In the end almost all players have spent money.
Lets just focus this conversation back towards how the community warfare system is a work in progress. How that system succeeds and fails has nothing to do with the activity of single teams or players. No game will ever be changed because of the activity spectrum of the community. As long as the game has activity that's all that's required for CW to work.
Ghost drops happen and that's balanced by a bump in pay for playing House Liao. That boost takes time to play out on the map as more mercs join Liao.
Kjudooon, please put more effort into trying to find a unit or group of people that play at the same time you do so when your on you make the biggest impact. Use forums to organize your unit and communicate with other teams on CW. Don't come on here and cry about CW because when you get on most people are not playing. if that does not work then quietly keep your rants to yourself or follow through with the silly threat of quitting.
I would rather hear people on here with solutions and suggestions not rants.
Which is what the more generic CW forum is for,rather than watching different organizations with different ideas for a solution flounder in a less-watched area vs. the spot designated for all of them together.
Vas79 has already started a separate post to get his ideas out there, and I just got thru collating the best parts of 14 pages of comments in the hope that those interested could agree/add to it and we could put it somewhere more visible.
I'll agree that this thread is unlikely to be seen by the devs, but that'll probably be more to do with the discussion being drowned out by all the negative posts, rather than its location.
CherkasovRUS, on 08 January 2015 - 01:24 PM, said:
Sick of ghost drops for today. Looks like Davions were tired of defending their borders. At least their defenders disappeared after losing one of the battles. The Succession Wars have never been so epically boring!
That and quite a few of them were disgusted about coming in finding pretty much every attackable planet run up to 100% when they got home from work.
I work from home most of the week and watching the numbers hitting the planets from about 10:00am CST to about 3:30pm CST you'd see the ratios of 36/12. During the day when most of the Davions I know of are working we can't put up much of a defense, I don't know how many non-NA Prime Time Davions there are out there, but I know it's A LOT LESS than the NA numbers.
This resulted in Marik and Liao able to inadvertently run up the planets on turret runs.
It happens, we'll let things settle down and work on getting our day time numbers up...
Ghost drops hurt us all. The teams who get them have no fun and the team who gets ghost dropped during their non primetime hours have a hill that is hard to climb. They are a necessary factor for CW and yet should be mitigated as much as possible. No planet should be able to run up to 100% by a ghost drop.
No planet should be able to run up to 100% by a ghost drop.
Yes it should. If a planet is attacked and nobody defends it, it should fall to the attackers. "Ghost drop" is a misnomer - the attackers aren't ghosts, they're very real, and they're putting in a very real amount of time to take that planet. Just because planets are essentially worthless now, doesn't mean they always will be. The 'Warfare' part of 'Community Warfare' has to be dynamic battles on dynamic fronts, otherwise it's not 'Warfare' it's just a very slow matchmaking system.
That's not to say I don't think there shouldn't be a better method of resolving uncontested attacks.
Its simple Kjudoon. You log in, you win some and you lose some. If you have a problem holding planets and don't like it then form alliances and organize your 200 man unit. I have seen units with 12-20 players playing about every day make huge progress. Also there is always going to be Hyper active players that have enough free time to play all the time. Don't knock them because they can do that. Also lets not make assumptions on who spends more money on a game. In the end almost all players have spent money.
Lets just focus this conversation back towards how the community warfare system is a work in progress. How that system succeeds and fails has nothing to do with the activity of single teams or players. No game will ever be changed because of the activity spectrum of the community. As long as the game has activity that's all that's required for CW to work.
Ghost drops happen and that's balanced by a bump in pay for playing House Liao. That boost takes time to play out on the map as more mercs join Liao.
Kjudooon, please put more effort into trying to find a unit or group of people that play at the same time you do so when your on you make the biggest impact. Use forums to organize your unit and communicate with other teams on CW. Don't come on here and cry about CW because when you get on most people are not playing. if that does not work then quietly keep your rants to yourself or follow through with the silly threat of quitting.
I would rather hear people on here with solutions and suggestions not rants.
Ummm... been playing for 15 months now, part of one of the largest units in the game, and yet, I'm strangely compelled to try and make suggestions to improve this game and meet needs of people who aren't pledged to spend every waking hour in this game.
As a 'one-post johnny' I shall take your snide advice in similar attitude I guess.
The 'Warfare' part of 'Community Warfare' has to be dynamic battles on dynamic fronts, otherwise it's not 'Warfare' it's just a very slow matchmaking system.
The reality is that there is nothing dynamic about how the Warfare works here. Dynamic would be the ability to have more then one planet open to be attacked at one time, dynamic would be allowing the units supporting a faction to figure out the best way to advance to meet the goal they want to accomplish. Liao lost St Ives in the first days of CW, and yet the planet open to attack today is "space south" of St Ives.
It makes perfect sense that one the Laio advance would move away from one of the better know worlds. Why can't Liao attack towads Sarna, open a second front and take some of the pressure off. In order for planets to mean something then we'd need even the basic's of an economy. And in the end the misnomered ghost drop is a ****** way to gain traction on a planet and should not be the way a planet flips ownership or is to put to a point that the other faction says **** it we won't bother.
As someone who gets on around 5 to 6 pm EST. I log in and see our planets safe, and along with most of the others at WoL play pub drops etc. till we see players defending or attacking. I know that Davion has been battling Marik cause I look at all the battle zones . Sometimes we get a fight sometimes like last night we get two, we actually went to fight the clans for a match. I also realize that Davion has lost some units that went elsewhere to fight. You are not the only ones.
I understand in the grand scheme of things that it can be frustrating, it is for most of us. Just remember that after all this is a Beta , and that the little yellow,green,blue,purple,red,etc. dots are just that. Dots nothing more nothing less.
Why can't Liao attack towads Sarna, open a second front and take some of the pressure off. In order for planets to mean something then we'd need even the basic's of an economy. And in the end the misnomered ghost drop is a ****** way to gain traction on a planet and should not be the way a planet flips ownership or is to put to a point that the other faction says **** it we won't bother.
Because PGI's system dictates what planets are up for attack and defence, not the playerbase. And yes, "ghost" drops are not a great way to win a planet, but if a faction doesn't defend a planet, it *should* lose it.
Because PGI's system dictates what planets are up for attack and defence, not the playerbase. And yes, "ghost" drops are not a great way to win a planet, but if a faction doesn't defend a planet, it *should* lose it.
But that's backwards logic. Who *refuses* to play a game after logging in? People aren't trying to avoid fighting, they don't exist. In practice this is punishment for having low player participation, something no one has control over. It isn't up to the playerbase to convince people to play CW mode, that's PGI's job.
Because PGI's system dictates what planets are up for attack and defence, not the playerbase. And yes, "ghost" drops are not a great way to win a planet, but if a faction doesn't defend a planet, it *should* lose it.
The issue here is though, it DOES get defended. The units defending it sometimes win every single defence but still lose it because a certain faction can drop 3 drops to their 1.
It is a GAME and as such this needs to be looked at. Winning because you can field more players isn't very fair. It's like Bengals vs Patriots except Patriots brings 33 players ALL on the pitch at the same time.
It's also getting worse because I'm seeing more FOTM faction switchers heading to Davion....
kamiko kross, on 09 January 2015 - 07:41 PM, said:
The issue here is though, it DOES get defended. The units defending it sometimes win every single defence but still lose it because a certain faction can drop 3 drops to their 1.
It is a GAME and as such this needs to be looked at. Winning because you can field more players isn't very fair. It's like Bengals vs Patriots except Patriots brings 33 players ALL on the pitch at the same time.
It's also getting worse because I'm seeing more FOTM faction switchers heading to Davion....
Right now Davion is likely to lose the fight for Randal because Liao is putting ~24 more defenders there than attackers. Same thing happened on Phact earlier today.
Which is okay - we're outnumbered and that has meaning. FOTM is going Steiner and FRR actually; not Davion. We're struggling to fill the queues on 1 of our 2 fighting borders right now at crunch time.
Again - that's not 'unfair' or anyone 'cheating'. Populations ebb and flow is going to always be an issue. There absolutely will be a time when Kurita has more than enough folks to fill its borders. It's going to happen, you're actually in a good place to attract some comp units. You've got a lot of fighting borders. When that happens will you mass-eject when you get turret drops?
No, of course not. You'll roll your win and hope to get an opponent next match and if your opponent doesn't even try to defend his world you'll take it anyway. If he does but you outnumber him 3 to 1 you'll win, even if it's a skilled 12man on the other end.
Yeah, and it's *incredibly* boring in practice and frustrating for the outnumbered team, which is only going to leave true believers playing the game. That means the end of CW, because there aren't enough people to maintain CW who think like that, nor will there ever be.
Kam... I love your British NFL fan example. Pitch... love it.
And you are right.
Bengals! o7
It's a shame others don't share my views though. Oddly some of the people who keep on countering what I say have been trashtalking in various threads and gloating about taking planets....
A lot of Kuritan players I know have mostly given up on CW because of auto losing even if they win 100% of the time.
Denying that auto rolling over things simply because you bring more players is going to spoil it is foolish in the extreme. People will simply not bother with CW if that keeps happening, only those that benefit from it seem to have no issue with it.
Best thing we can do is all re roll Davion/Steiner and push Marik, Liao and Kurita off the map utterly break the IS faction balance and discourage anyone via that from playing anything other than Fedcom.
Maybe then PGI would do something about the zerg.
It's getting really silly and demotivating to be honest.
kamiko kross, on 10 January 2015 - 08:13 AM, said:
Bengals! o7
It's a shame others don't share my views though. Oddly some of the people who keep on countering what I say have been trashtalking in various threads and gloating about taking planets....
A lot of Kuritan players I know have mostly given up on CW because of auto losing even if they win 100% of the time.
Denying that auto rolling over things simply because you bring more players is going to spoil it is foolish in the extreme. People will simply not bother with CW if that keeps happening, only those that benefit from it seem to have no issue with it.
Best thing we can do is all re roll Davion/Steiner and push Marik, Liao and Kurita off the map utterly break the IS faction balance and discourage anyone via that from playing anything other than Fedcom.
Maybe then PGI would do something about the zerg.
It's getting really silly and demotivating to be honest.
Except that inevitable population shifts have left Davion unable to fill even 1 border, not to mention 2, with units. Liao is largely ghost-walking back everything they lost and Marik is much the same; generally having 1.5 to 3x the units in our queues as we do.
Ebb and flow. Merc units move around, it is what it is. Steiner and FRR are flush right now but that'll change in time. Kurita will have its turn and I'm sure our border will suffer for it as will SJ. The question is how many people only play when they win all the time?