sdsnowbum, on 22 April 2015 - 09:39 AM, said:
I can appreciate the frustration of organized teams here.
One problem from the beginning has been that CW is meant for teams and is most enjoyable by teams, however there never seemed to be enough teams to go around. So far too often it is teams vs PUGs, or teams vs nobody.
You're almost right. The problem isn't that there are not enough teams, the problem is that there are not enough teams who can consistently field 12 player drops. In effect, there are too many small teams.
This is the trick. It really takes a 12 player drop to get a fight started on a planet. Once the fight gets going, it can be sustained more easily with smaller units, but getting it started takes a 12.
Idealsuspect, on 22 April 2015 - 10:02 AM, said:
I agree with a lot of this. However, I think we have seen that the pub queue players can be drawn to CW if the rewards are right. The last CW event was quite enjoyable, and offered those players who would normally be playing in pubs a good incentive to play in CW.
Foust, on 22 April 2015 - 11:20 AM, said:
And I agree with a lot of this, though I don't think the answer is opening up all planets. I think that would be a mistake. I do agree that "windows" is a bad way to go. I think each planet should have it's own window of varying length, start time and end time so that there is always a planet that is "close" to the flip. Ideally, about a third of the border planets would be in attack phase at any one time, but those planets would not all start and end at the same time.
That would make CW a much more dynamic experience.
Edited by Banditman, 22 April 2015 - 11:50 AM.