Some of phase 3 is just phase 2 with handcuffs: the loyalist penalty is a big one but there are others like faction lane voting and recruit fees. I get it that the 1 attack lane for each faction was meant to consolidate some of the queuing, but it also partially hamstrung us from accessing each other.
Space nerd politics is nearly dead: This is a big one and needs to be addressed. Without the spacenerd politics, there is nothing for our unit leader to do anymore .
- Its harder to get access to hotspots from a single home faction due to single attack lane voting
- Im told loyalist power blocks like the FRR hub can't even influence the vote. Its dumb (dane, back me up here)
- no feature like unit-unit coffer wires was created so we can hire each other and make deals. How something like this didn't make it into phase 3 just boggles the mind
- locking down loyalists prevents anyone from hiring each other via switching units and donating (pain in the *** BTW)
Phase 3 was delivered with no tweaks to combat issues in invasion mode that we have gone over a million times: Tbh, a lot of these issues have been eclipsed by issues with phase 3, but if you care you can see a lot of them here
https://www.reddit.c..._topics/d1ihvac
For me, all FW roads ultimately point to one simple fact, too many factions for the size of this community. We need to be able to access more fights from each faction BUT more lanes for 10 factions is again too many.....sigh....
The only community driven solution I can think of is to pack everyone we have left into Jade-Wolf-Steiner-FRR. However, with the new population mechanic perhaps that isnt even possible to pull off.
Edited by Kin3ticX, 20 May 2016 - 03:05 PM.