clans won 53% matches, but flipped 0% planets
this is a problem of how wins translate to flipping the planets, not a problem of choosing a favourable game mode (which may also be an issue, but not related to this one) and achieving wins themselves (they are pretty good at 53% for this example)
if you just adjust the game mode, clans may win 70%, but still flip 10% planets
do you have stats on when did those wins occur? because winning at the end of the cycle is what is needed currently
so i think "last 15 matches to flip a planet" is a really bad system and the system that incorporates matches throughout whole cycle needs to be implemented
otherwise, thank you for improving the game and communicating with us
my suggestion:
happy mech, on 26 January 2015 - 10:41 AM, said:
i did put some suggestions about it here http://mwomercs.com/...logistics-idea/
basically, divide whole cycle into 30 minute timeslots (tbd)
during every timeslot, count all attacker and defender wins achieved in that window and make a percentage out of it when the timeslot ends
after end of the cycle, make the average out of the all timeslot percentages, deciding the winner
on top of this, various things can be added, but this is the basic
ghost wins are needed so people cannot defend the planet by simply avoiding it, but there is still a lot of room how to implement this imo
basically, divide whole cycle into 30 minute timeslots (tbd)
during every timeslot, count all attacker and defender wins achieved in that window and make a percentage out of it when the timeslot ends
after end of the cycle, make the average out of the all timeslot percentages, deciding the winner
on top of this, various things can be added, but this is the basic
ghost wins are needed so people cannot defend the planet by simply avoiding it, but there is still a lot of room how to implement this imo
Edited by happy mech, 03 April 2015 - 01:52 AM.


















