this post is going to be a huge wall of text, so sorry in advance. It's going to be so extensive to explain the reason behind the suggestion and what I want to fix with it.
Personally, I find the current way in which planets are captured boring and not fair. Great (playing) teams are not awarded enough in comparison to big teams and reducing planetary conquest to 2-3 hours of gameplay does not seem fun enough either. This is where our (my team and mine) feature suggestions come in.
I will start with one big thing then go into further detail.
#1 Divide a planet into 3 Stages that have 15 sectors each.
The 3 stages will be the same for both sides, but have different names for each side.
For the attacker side the names will be "Landing Zone", "Territorial Control", "Cleanup". For the defender they will be "Cleanup", "Territorial Control", "HQ Defense". Invader "Landing Zone" is defenders "Cleanup" and so on.
Right now a real time day is divided into 3 timeslots to fight, that could remain the same. Each of the stages would still have 15 sectors to fight over, no changes there.
A planetary assault should work in the following way: The planet becomes attackable (either through PGI's scouting mission design or through the placement of the borders). First timeslot a planet is attacked the attacker tries to secure a landing zone while the defender tries to keep the planet clean. You fight over the 15 sectors and the winner either keeps the stagescore at 0 or attacker stagescore gets increased to 1.
Let's assume the attackers are victorious. The next timezone fights over the next "stagepoint for the attackers". Once again you have a timezone full of fighting and the attackers are victorious once again in our hypothetical scenario (through whatever means necessary). Now the planet will change alignment/ownership and the borders are updated (making other planets attackable), because the invader controls 2/3 of the planet. The planet will still remain defensible for the former defenders though and will still remain an attack target for the former attackers.
If the defenders would have won this, the attacker loses a "stagepoint". Its gain one or lose one, all the time.
In the next timezone (attacker cleanup phase and defender territorial control phase) you once again have 15 sectors to fight over with the roles still the same. Former planet owner will still defend with turrets etc. Let's assume the attacker is victorious again. Now the planet has all 3 stages controlled by the same faction and now that faction gets to defend with turrets and gates and the planet is officially a pacified world. If it is behind the borders it now stops being "attackable". (This is important, I will later explain why.)
What does this change?
Planetary ownership will change slower, because you need to win 2/3 timezones in order to take over a planet and move borders. Accomplishments made in a timezone will not be lost in the next timezone. This enables planetary ownership to be more "fair".
#2 Change the way planetary owners (tagging Unit) are determined
Right now you have a situation where defended planets can change ownership through one fight on one sector. If a planet is attacked a sector is lost and you counter attack it with a ghost drop, you will have control of the planet after cease fire. This is a slap in the face of the team that maybe played 20-30 drops to take the planet for the faction in the first place.
Right now the planet ownership is determined by the team having the most players in a successfull offensive drop times the amount of games won. If you drop 7 man groups and fill them up with PuGs you have the maximum chance of taking a planet. Regardless if you light rush or fight or plain and simple suck at the game and get carried to victory by your PuGs. The current system wastes every contribution that you make, unless you are from the "most pilot unit in drop". That seems unfair.
We would like planetary ownership to be determined by the summary of all match scores that any unit accumulated during the course of the planetary assault (total). From the time the planet got "attackable" to the cease fire where the Invader succesfully completes stage 2 and "ownership" of the planet changes. This should be displayed in a separate tab in the planet information in a "current (maybe 15 minute wise)" form. From attacker side another update can be made once the world gets pacified, since you do not delete contributions before that. After all 3 stages are taken by an attacker the contributions are wiped to 0 and the former attacker becomes the defender.
Defensive ownership should not change unless the attackers successfully took stage 2 and flipped the planet. If the defenders are able to rally from stage 3 and take back stage 2, the defending factions best team (in accumulated match scores during the entire PA) gets ownership of the planet.
What does this change?
You need to contribute the most in terms of fighting to get your tag on planets. Light rushing will still gain sectors and help flip a planet, it will not determine ownership of the planet though. The purely objective based tactics will have much less impact then the things that are widely considered "quality gameplay". High Quality, low Quantity units will have more chances to gain planets.
Additionally each and absolutely each match no matter when matters. If you play the first 5 minutes after cease fire you might not determine the outcome of the stage, but you will increase the score of your unit on the planet, making it more likely to get the planet tagged by your unit. This will lead to more games being played total, decrease waiting times and do all sorts of good things for CW in total.
#3 Show the Match Standing in Objectives and Kills during Cease Fire for those games that are still in progress.
Change the Planet Information screen for contested planets during cease fire in a way that it displays the current score for the games that are still in progress. A smaller version of the HUD Display (top of screen ingame) would be sufficent.
Its a thing of immersion and "rooting for your team". It should not be too hard to implement either. Additionally it will give the guys waiting for cease-fire to end something to look at and talk about, possibly keeping them logged in and gaming on.
Edited by ClaymoreReIIik, 18 April 2015 - 12:28 PM.