What happens when only 12 show up on each side, or worse yet, when one side decides not to defend at all?
When a company of players take the initiative to attack a planet and no enemy shows up, they're forced into ghost drops. Previously the long waits and boring matches were punishment enough for those dedicated to taking an objective.
Today's change has made it, at best, take twice as long to take a planet when your opponent refuses to defend. A planet should not be defend-able simply by not participating. This is the result.
You are now punished for taking initiative, rather than gravitating to the 1-3 planets that all the pug players are playing on.
What about 12v12? (this is also common) Say an attacker wins their first match, they are now required to fight on that same map again, leading to potentially over an hour spent on a single map for a single win "pip". Should an IS team be good at winning attack mode, but be weak against the pure attrition nature of counter attacking Clans, there's a high chance of both teams repeatedly fighting over specific maps twice.
Lets go over the math on that ghost drop planet take (ideal times):
Time to ready up a group - 20 seconds
Locked in wait - 10 minutes
Match loading and ghost readying up - 40 seconds
Time to kill all generators - 2 minutes (likely more since gen buffs)
Very ideal environment time to complete one ghost drop = 13 minutes
8 planet "pips" required to take a planet
Old matching setup = 1 hour 44 minutes at best
New matching setup = 3 hours 28 minutes at best
For a rapid fix there are two options: rollback or removing ghost defense matches.
I doubt PGI will want to rollback on this, so as a stopgap until a better solution is developed, all ghost drops should count as proper attacks or counter attacks, not defense of any sort. This way factions will be punished as they were previously for leaving a planet undefended, while still leaving alternating modes in place for real fights.
In my opinion there should remain a feature that rewards the side that dedicates larger forces to a planet. If one side drops 50% more forces on a planet than their enemy, they should be 50% more likely to secure an attack / counter attack.
Being forced into an even split punishes coordinated play.
For the first time since the launch of CW, my merc unit is taking a break from CW (though we'll show up for the event). The current system is designed to punish us for taking initiative or playing objectives.
Edited by Shimmering Sword, 21 April 2015 - 11:50 PM.