Here are a few suggestions that I think will drastically improve the enjoyability.
Problem: Current phases are too long. 24 hours of forced scouting and 48 hours of conquest only is long and boring.
Fix #1: Shorten the scouting phase to 4 hours, all other phases to 8-12 hours. If you do a 4-8-12 hour rotation you can have a new 'story' every day that resets at UTC 0:00. If you want to rotate the schedule around so everyone in a timezone has a chance at a different portion of the story, make it 4-10-12 or 4-8-10 so it slowly shifts.
Problem: Do not force players into specific modes.
Fix #2: Being forced to play scouting only is a terrible idea. Allow Skirmish to be playable during scouting phase where victories contribute to the intelligence bonuses that will carry over for the rest of the phases.
Fix #3: Instead of having a conquest only phase, make it a conquest/domination/skirmish phase as they all kind of align. Also, instead of a forced incursion phase, make it incursion/assault/skirmish.
Fix #4: For Invasion either allow both sides to attack/defend randomly OR you must give bigger incentives to the side that is forced to attack all the time. The attacker side, especially with pugs, is always at a significant handicap compared to siege defense.
Problem: Units cannot play with each other if they pick the wrong side.
Fix #5: Each member of a unit should not be able to pick a faction on their own, this is just ridiculous. Let the unit leaders pick the faction for the unit like before.
Problem: Populations between sides are unbalanced.
Fix #6: Incentivize the side with lower population by offering them bigger rewards that can be seen at the faction selection screen before having to pick a side. Another idea is to allow freelancers to switch sides at will, but they will earn lower winnings.
I think the overall idea behind the latest faction changes is a good one, but it lacks proper execution.
Edited by Shanrak, 25 May 2019 - 04:21 PM.

























