LoklanZFG, on 22 February 2015 - 01:36 AM, said:
It really depends on who is piloting the mechs. A good IS 12 man is certainly more of a challenge than partial group/pug mixes on the clan border, but the toughest matches I've ever played have been against JGx, SJR, or 228 groups on the clan border.
I totally agree about the design issue thing though. I made a CW suggestions thread a while back about slowing down the planet capping process to make it feel like more of a battle. A lot more ticks to take a planet, and not having the percentage reset at ceasefires was one of the main things I was trying to get out there. I think 3 day battles of a planet going back and forth before one side finally won the tug-o-war would be much more epic and satisfying
the reason they segmented it is because people were getting frustrated when they completely took a planet to find they lost it all because the other side ghost dropped in the final hours, it also meant a particular time zone would have the most dominant sway over what planet is attacked at the start of the attack faze and the final fight to take the planet, everyone else most of the time would find there actions fairly insignificant or at least belittled buy the players who play around the cease fire stage.
an alternative might be to have the long attack fazes with consistent points, but have different planets being attacked at different times, so if you have a regular time you play around then you can fight for the same planet wile not finding the balance has shifted 75+ percent in the other direction.