The issue is not the divisions nor the percentage of each win, the issue is each section is the SEED for all the drops happening at that time, be it 2 teams (1 combat drop) or 42 teams (21 combat drops). For the 1 combat drop, a win moves the line over 3.3%. Each sector is 6 mini-sectors so starting with skirmish, it will take Team A 7 straight skirmish wins to move into the next sector.
Now, increase the number of combat drops to 21 launching within a few minutes of each other and finishing up with a few minutes of each other. 11 wins vs 10 loses. That line has been moved over one mini-sector or 3.3%. The game can have drops like that all day, all night and have that line move a tad one way or a tad the other way unless one faction is really steamrolling the other faction.
Any revisions on the percentage for each mode will not change the above if wins/loses are not lopsided. Each wave should be made up of x-amount of modes, seeded by which mode sector the line is on, so as a unit drops, they take one rung of the ladder and the ladder/wave does not have to include all modes, just the seeded, one other than siege mode, such as 4 skirmish, 3 conquest, 2 siege. The rung or sector the game is at may still not move much if wins/loses even out but more than one mode would be possible.
With that said, changing the layout so if one side does move towards the end of the scale, each sector mode would be 5 sections (3.3%), leaving Siege sector a total of 33% or 10 sections. Now when the scale gets to the Siege, it breaks down to 4 siege drops + 2 random modes.
Team 1 -4 are on siege, the 5th and 6th units get skirmish and conquest. The next unit to drop, provided the line is still in siege mode, would loop back around to siege 1. Again, it is using the meter to determine which mode is seeded first but towards the end it is not pure siege but emphasis is on siege maps.
edit Queenblade method would be more randomize while mine is more... lined up.
Edited by Tarl Cabot, 12 April 2017 - 06:55 PM.