I accidentally lost the reply to this...I'll try again.
Listening to Doug and Dale talking about playing other games (like RPG and FPS games), it was pretty clear they acknowledged not only was beating the other guy when they were helpless "fun" from a player perspective, but that players will go out of their way to make it happen. If you look at the example of Air Warrior, the Flak came into being in a flight sim, because players found they could land bombers behind the enemy runways spawn...to vulch. Then they found that players were willing to drive for an hour to those enemy fields to sit there with the flak...to vulch. Then tanks were added to address that issue. But of course, those tanks were used to vulch also, and you can read how one AW player named HiTech went out of his way to do that sort of thing in an old thread. It is pretty safe to assume it's a general rule that players will go to great lengths to find a way to beat the other guy when he is helpless. So with that in mind, why not try to channel players behavior by having them jump through hoops of the developers making (ie. what they intend for gameplay), to get to a goal that will remain constant whether the developer wants it or not.
So I didn't say it was a "necessary" part of the game, but it is player nature, and it has figured into their gameplay architecture.
Personally, I just find it fun. If you changed the rules of the game to say "that never happend", I feel at some level that is an infringement on my fun. But I don't see that happening
I understand people will figure out some way to game the game, but why continue to reward them for it?
This isn't a case of one guy being better than the other in a 1 on 1 match. That's exactly what those of us who wanna fight wish for. Beating the other guy because you are better or losing because you aren't. I just took some screen shots that kinda prove the point I'm getting at with the hoards and so on.
I just took these in the Orange MA.. (sorry my photoshop needs to be reinstalled so I had to use MS paint and couldn't re-size the images)
This is while I'm on the Bish.. This is the lower right side of the map.. There is 3 Dar bars of Rook attacking the Bish, with less than a single Dar bar defending..
http://www.wargamerx.com/temp/right.JPGNow this next SS is the left side of the map showing Bish and Nits fight.. Notice there is no fight between Bish / Nits other than a big Bish hoard at A112.
http://www.wargamerx.com/temp/left.JPGNow we see the top half of the map after I switch to the Rook side..Notice there are almost no Rooks defending against the Nits.
http://www.wargamerx.com/temp/top.JPGThis is how it almost always works anymore.. Team A hoards Team B, then team B hoards team C, then team C hoards team A. The only change comes when the map is unbalanced and allows two teams to hoard one. There are very few even fights that produce sustained fighting it's always a big hoard at one end of the map or the other and just a few defenders at the other side.
Now I'm not saying any team hoards more than the next, I switch teams all the time to be on the lowest number or to try to find the best fights.. In the end they are all the same because that's how players have found the easiest path.
The simple fact is the game does very little to discourage the hoards but rather encourages them. We need the game to discourage this type of thing and encourage actual fighting.
Another idea that I've posted in the past would be to have ENY affected by sections of the map to discourage the unbalanced hoarding, but that's a different topic.