So, cut down on the planets being attacked. Have each boarder alternate which side is on the attack for that cycle.
Example: Steiner and CJF boarder. Steiners are currently attacking a planet. Win or lose, CJW goes on the offensive next attack period, and Stieners are now on defense.
What this does is reduce the number of planets for each faction to attack or defend (just about in half), so faction forces are less split up. However, it also makes each planet be a larger struggle, since if Jade Falcon and Steiner are currently going at each other, all their forces have to meet at the same planet, as opposed to what tends to happen now where large pre-mades tend to go on the offensive, and often miss each other. It also means that you can't have a Pyrrhic victory where both sides lose a planet to the other, and it ups the significance of each planetary struggle.
So, it's an easy way to create single fronts in the war, and reduce the CW queue spread, and while it may reduce the number of planets that change hand slightly, it will make those conflicts feel that much more like epic wars where multiple units fight along side each other.
Practically, you'd want to have alternate fronts attacking and defending. For example, Liao might be Attacking against Davion and Steiner, while defending against Marrik and Kurita, and then swap the next drop cycle.
The alternating method also means that each zone ends up on the other side of the conflict the next day, since there are 3 cycles run per day.
Pros include:
- Reduced wait time for a drop (Less other queues for folks to be in, so it should be easier to find a drop)
- You can no longer simply ignore your defense and continue your attack, as you'll lose ground in the war
- Conflicts on a larger % of planets, as reducing the number of planets you can drop on by 50% without a population reduction should mean more active planets that are being fought over.
- More varied conflicts for groups, as groups are more likely to drop against each other (funneled towards the same queues)
- More active planets feel more like they're actually being fought over.
- Players can't simply attack or defend against the same faction every cycle, as if they want to go at the same faction, they'll have to do a little of both, or if they want to only attack or defend, they'll have to find another faction to drop against. (I see this as a pro, but some players may not)
- With less queues, it could backlog a bit if it's a CW heavy weekend (though PGI could roll out extra planets easily enough if that's the case).
Edited by Bront, 09 June 2015 - 03:34 PM.