This is the way fighter town works.
The map will begin, FT will be a nice big furball with just the odd complaint of picking/hoing. The odd newb will up buffs or scream into an enemy base to vulch.
Withing 12 hours or so, someone will inevitably mount a "mission" into an enemy base, we'll name these people "A" for the sake of it and the base country "B".
A will deack B's base and start the vulch. B will roll out GV's and repulse A's attack. Once the attack is repulsed, there will be the feeling from B's testosterone fueled pilots of revenge. B will launch a counter mission of the same sort as A's on A's base. This will go on ad nauseum until one or the other's base falls to their enemies hands.
Once the base has fallen, C will find themselves outnumbered. Their space in FT will contract until whoever the initial victors were from A and B will have to go directly to C's field to find action. It will be necessary for them to deack and drop the VH in order to vulch in peace. This deackment will upscale itself somehow into dropping the town and attempting to capture base C.
Successful or unsuccessful, the loser of A Vs B will team with C in order to try and reclaim the original loser of A Vs B's revenge fuelled battle's base.
Ch200 will be filled with chat along the lines of;
"stupid A's ruining the fun for everyone"
"why do A's always try blah blah blah"
"bases are capturable, they should be captured"
"C always takes over TT, don't complain when we do the same in FT"
et cetera, et cetera, et cetera.
These boards will blow up yet again with much the same as what will be said on ch200.
HTC will take the map out of rotation again because of all the above.
And that's FT in a nutshell.