We have been able to generate good success by communicating in the chat, that we will be using ingame VoIP to lead the drop. For some "weird reason"(sarcasm) everyone had VoIP turned on after 30 secs and we got a very coordinated easy win out of the fight.
The tools to have good CW are mostly in place in an acceptable implementation. The fact that the bigger faction wins the most territory is nothing unheard of in online games either. Actually makes sense somehow.
If you want to organize something you could, already.
Personally I am against implementing an AI, because that part of the game will only be interesting for beginners that have less then 100 games played. After that the AI will just be a victim that is constantly provoked into the one situation that it does not handle well.
The 12 person PuG ghost drop is still taking the sector. I can do it alone without anyone else helping in 10 minutes....no challenge for 12 PuGs. The current system allows the next ghost drop into the queue the minute the first team goes in. Meaning the next ghost drop goes in 20 minutes after the "real fight" began. Ironically the ghost dropper No.1 will be ready to start its ghost drop timer right away after team 2 goes in. Already defining the counter attack as "next game to be played" freeing the team that just fought to take over ghost dropping and effectivly halting the assault of the FRR team.
In that hypothetical setting 3 teams that won't win a single drop against the FRR team will effectivly keep the planet down to 1 sector captured. The one counter attack that the FRR team will win every time...the rest will fall to ghost drops. There is no way around implementing a ghost-drop timer that is slightly under the average CW-Match time, anything else is an automatic zerg win.
Reduce the impact of quantity and focus on getting quality matches under way...thats the design decision they need to make.
Edited by ClaymoreReIIik, 10 March 2015 - 07:40 AM.