in my opinion one of the biggest issues with Community Warfare is that it doesn't matter, there are no vested interests by much of the community in the results of community warfare beyond any individual match rewards. this is mainly because battles have no real effect. besides "winning" a sector on the planet what is the point? and what does winning a sector do? nothing really the possession of a sector doesn't have any effect other than determining whether your faction will take/ lose the planet and even if that was the deciding sector and you did take/lose the planet what does that do? nothing really all you did was move a line on a map. the planets have no meaning therefore all CW is a different and extremely limited game mode with insane queue times, one sided pug vs 12 man play, and no real point.
that said what could fix this would be to make CW planetary assaults more interactive have the taking of a planet require a series of battles for control of strategic locations. I see this best done in a number of phases. phase 1 is about the initial landings and securing deployment zones, phase 2 would be meeting engagements designed to wear defending and attacking forces down to open the way to objective assaults, phase 3 would be battles for key objectives such as factories bases and population centers, and phase 4 would be the attackers or defenders last stand.
the Phase 1 deployment zone battles can be fought in a kind of one sided assault mode where the planets defenders must capture the attackers drop zone inside the time limit to prevent them from landing their large drop ships if the attackers fail to secure their landing zone then it should have an impact on the rest of the planetary assault. for example if the attackers lose in two of the drop zones then they wouldn't be able to stage assaults from the zones that they didn't take and wouldn't be able to launch the meeting engagement in phase 2 for that sector.
the phase 2 meeting engagements can be fought as large skirmish matches with the winning team being able to launch an attack on the next objective, if the defenders win then the attackers must defend their drop ship in Phase 3 if the attackers win they can move on to the strategic objectives in Phase 3.
in phase 3 if the defenders won phase 2 they can counter attack the enemy landing zone and attempt to destroy the enemy drop ship in the area I see this being similar to the current CW maps but instead of a base with turrets its a drop ship such as a Union or Union-C with their turrets. If the attackers won phase 2 then they move on to attacking strategic location such as military bases, star ports, industrial centers, and population centers. I see these as being the same as current CW matches but with a wider variety of terrain such as the cities and large factory of mining complexes in addition to the closed in bases we have now.
if after phase 3 the defenders control more than 70% of the planet (drop zones and strategic points) then the attackers must make a last stand if the attackers control more than 70% then the defenders must make a last stand if the forces are relatively even then more meeting engagements are made and the majority looser of the meeting engagements makes the last stand.
In phase 4 a last stand takes place this would again be a one sided assault where the objective is to either eliminate the enemy or capture/defend the MFB within the time limit.
at this point the fate of the planet has already been decided the forces making the last stand have already lost but if the last stand is successful the planet will stay open for attack or be available to take back on the next Community warfare Cycle where as if the last stand fails the planet is protected from attack for a cycle allowing the faction lines to be moved up and new territory secured.
(if anyone from PGI would like to contact me about this and other ideas I may have feel free to pm me or email me at this accounts registered email)
Edited by Xaxius Colnier, 09 September 2015 - 04:27 AM.