CW as it currently stands favors big factions over little factions.
Not units. Factions.
Why? Ghost drop.
Ghost drops allow a faction with more players, regardless of the number of units those players are part of, to roll over factions with fewer players, even if those players are concentrated in fewer units.
I have been on the giving side and, to quote Kipling 'it wasn't 'ardly fair'. I did not much care for it then, but some changes were made and then the holidays came rolling by before more could.
Been on the receiving side and found it extremely frustrating to win again and again and watch my success be washed away like a sandcastle that has had a firehose turned on it in the form of teams that aren't even fighting for their rewards.
Skill, valor, owned mech vs trial, basic vs mastery, Clan vs IS, modules vs none, are immaterial.
A smaller faction can win all of its drops, and yet lose due to a larger-populated faction spamming ghost drops. This disadvantage is exacerbated when a faction can bring in 'allied' (other Clan factions if Clan, other IS factions if IS).
Simple math. 24:12 population advantage. Each side spawns one match. The 24-person side waits ten minutes, receives a ghost drop that lasts maybe five minutes...if they are in King Crabs/Direwolves. Second team gets out and either waits ten minutes for a second ghost drop, or if the combat match ended very early, engages the 12-population side while the first team on the 24-population side...spawns a ghost drop.
This was noted before and addressed. The 'solution' was to increase the number of drops required to win, and to double the amount of time spent cooling heels before getting a ghost drop. Not much has changed except now everyone is catching up on their reading in between ghost drops.
Here is another solution. Leave all that was done before in. Ten minute cooldown, 8 wins to take a planet. All the rest.
But....
Have two 'win' meters. The first is the current meter, and combat wins continue to affect it as normal. The second would be a 'ghost win' meter, or perhaps it should be called an 'asymmetric warfare meter' or something else flavorful. When a side accrues fifteen total ghost drop wins, it counts as a victory on the first meter.
This does two things. First, it reduces how population imbalances skew CW. Second, and perhaps more importantly, it gives credence and preference to proven skill at arms on the battlefield as being the determiner of success.
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Proposal For Cw Ghost Drop Balancing
Started by Kael Posavatz, Jan 06 2015 06:56 PM
2 replies to this topic
#1
Posted 06 January 2015 - 06:56 PM
#2
Posted 07 January 2015 - 02:17 AM
My suggestion: or at least make 50% to ghost win.
it will even be better informed of the status of the battle for the planet.
look like this:
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If there are no other sectors for the defense ( there is only 50% of the sector for the attack) - the battle takes place there. The defenders counter-attack anyway. If defenders win - they take the whole sector, as they defenders. if the defenders ghostwin on counter-attack - that only receive a 50% decline.
Thus - ghostwin will not be very profitable, but still works.
it will even be better informed of the status of the battle for the planet.
look like this:

If there are no other sectors for the defense ( there is only 50% of the sector for the attack) - the battle takes place there. The defenders counter-attack anyway. If defenders win - they take the whole sector, as they defenders. if the defenders ghostwin on counter-attack - that only receive a 50% decline.
Thus - ghostwin will not be very profitable, but still works.
#3
Posted 07 January 2015 - 02:50 AM
Add:
Please do so that we can see the exact number of players engaged in the battle for the planet, not 60+, but accurately, for example: 123.
Also make visible on which sectors are already fighting.
So we get a complete picture of the planet. Example: in the two sectors is fighting (currently going battle), so , then the 24 attackers and 24 defenders, + 72 attackers in queue and 49 defenders in queue. Total: 96 players attack this planet, and 73 players in defending planet. It is clear that the defenders need to recruit more people to def or they get ghost wins.
Quote
Please do so that we can see the exact number of players engaged in the battle for the planet, not 60+, but accurately, for example: 123.
Also make visible on which sectors are already fighting.
So we get a complete picture of the planet. Example: in the two sectors is fighting (currently going battle), so , then the 24 attackers and 24 defenders, + 72 attackers in queue and 49 defenders in queue. Total: 96 players attack this planet, and 73 players in defending planet. It is clear that the defenders need to recruit more people to def or they get ghost wins.
Edited by Volkodav, 07 January 2015 - 02:55 AM.
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