I've just watched the NGNG170 with Ash talking about the thug-of-war and so on...
I agree on some points and would like to touch on that.
I think a battle should not depend on any kind of fixed time window (e.g. 12h) or win count, but to actually have important objectives conquered and defended.
Without any kind of additional changes for showing objectives (e.g. Factory location or Capital City...) lets just use the current percentages on the tug-of-war bar:
1. Defenders start with 100%
2. Attackers need to reach 90%
3. Attackers need to "hold" 90-80% for the next 30min/3games
-> here the win/loss count comes into play instead of waiting for the end of the window
A "emergency" state could be added to make this visible to everyone that now each game can decide the outcome.
This is the most important part.
Once this is achieved, the planet
switches directly and can not be contested for x days and the next planet comes into play.
This would even allow many planets to change owner in a single night and turn the whole IS border around in different timezones.
Then to build on top, for the future:
- Different maps/objectives/zones with different points/percentages for this could be added.
- Selection on a Planetary Map to attack/defend different POI could be then a way to decide how much you want to risk/gain for each match (e.g. fighting in the Capital will give 10% while a forest will give you 4%)
-> for the "meantime" it would be even enough to have random % points for the match to show when you launch.
It could also come from different game modes...
e.g. using the current match screen one game could be 3% and another game might be 10%
e.g. Assault would give 2-5% while Incursion would give always 8-12%
This could allow for more strategic and action packed planetary conquest metagame.
Edited by Reno Blade, 10 January 2019 - 03:10 AM.