wanderer, on 09 January 2015 - 10:27 AM, said:
The 12-man attack/defense should always be the most effective way to take a planet, and by a significant margin.
Likewise, 1x12 still fails on the critical aspect of needing twelve players in the first place. 4x1 clogs the CW system with hordes of instances going so rapidly that 5 minute matches become the norm, which is why I suggested 4x3 and 15 minute matches instead. CW should never feel like the "instant action" matches. Even smaller groups should have that feeling of being part of a longer battle, rather than "Whelp, I got cored in the first 30 seconds. Guess I get to watch the other 11 derp around."
People should be bringing a drop deck to CW, being part of a match where they're making decisions that alter gameplay at multiple points based on what's happened in the match to date.
RE: weighting battles - i don't care, make it 30 Raid wins required before getting a single conquer point towards planetary control. All i care about is a better expenditure of my time.
RE: drop decks - i disagree. From both a gameplay and lore standpoint, these drop decks that are bringing 96 mechs (and 72 under your suggestion) are ridiculous. Only the largest battles for the most key worlds involved companies upon companies of mechs.
In reality, the vast majority of secondary worlds were fought with 2 or 3 companies MAX, more often than not just a few lances or stars.
CW needs a faster to access and play out game mode. The trade off to that faster game mode should be reduced influence on the Inner Sphere Map.