now what if those units would also defend as much as they attack? more fair games! or rather fewer chances for a seal to walk into a club. the problem here is not the game but human behavior. units are always going to do the thing that yeilds the most gain. and pugs will always do what is in their best interest, and that is to play (what they believe is) easy mode.
what force can convince everyone to do something against their best interest? simple, unadulturated greed! apply a little control theory to human nature. you throw out a bonus when there are a lot of people defending and none attacking. you give them a bonus to get aggressive and launch an attack. a pug might think "hey even if i loose i can get a lot of cbills and xp there, im game".
units have the reverse problem, why give them a bonus to do the thing they were going to do anyway? you want them to defend stuff as much as you want pugs to attack stuff. you cant penalize them for attacking either because that would make them angry. you simply use greed to leverage them into defensive positions. what if their faction gives them a bonus for protecting the realm so to speak.
obviously these rewards need to be dynamic. you are using incentives to level the playing field for all, obviously this requires constant analysis and tweaking of bonuses until an equilibrium state is met. anyone who can understand how to write a ui probibly has the bare minimum of capability to program a basic proportional control system. work the problem.
Edited by LordNothing, 20 May 2016 - 02:13 AM.