There you go. Let's hear the "simple" criteria to fix all of that.
Thanks for the feedback, Lusche and BaldEagl. I’ll respond once here and start a different thread if another. Also, I should qualify ‘simple’. This overall idea would not be simple for HTC to implement, I'm fairly certain. That as a given, I intend ‘simple’ to mean modifications to it.
The "n00bs" will be yelled at to stay out of a given sector that's close to get "captured" for fear they are just providing kills for the enemy.
A new player upping and dying a dozen times in a row will get nasty PMs from own side.I don’t expect any plan could be engineered to extinguish players ‘harshing’ on each other no matter how the war is arranged.
Some options–
No one would have access to a running total of kills until the sector time limit was up where you could see the stats of the previous sectors capture/kill stats. While this wouldn’t change many players attitude toward noobs contributions, it would cast the ‘harshing’ as particalarly unwarranted. It would be obvious when one team outnumbers the other within a sector and might foster the attitudes you mention. To that HTC could consider ‘any player demanding another not fly where and when they wish’ to be a reportable offense.
Or consider that capturing a sector really has little bearing on changing the activity going on in that sector. Unlike capturing a base where the fight is essentially over for now, a sector might just change color every hour. It may seep in that ownership of a sector toward ‘winning the war’ is only useful if it is about then advancing. The defending team ultimately has to deal with that fact and simply fight or be overrun. Grounding noobs isn’t really going to save a sector that is being overrun with enduring superior numbers.
Or possibly, break the sector grid into smaller chunks, maybe keypads, putting less emphasis on each land capture. This might alleviate some of the anxiety that an ‘all is lost if we lose this sector’ syndrome might foster.
Or arrange the ‘capture’ sectors in a pinwheel or target shape rather than the current grid of squares. Here the sectors for capture would be narrow then widening as they extend from the center of the map outward like a darts target making it difficult for the ‘generals’ to know the qualifications and effect of everyone in the sector.
And even worse, what's about shade killing then? Dedicated "warmongers" will either fly openly or in shades to provide easy kills to his team just to win this sector.True enough, and the team with the best ‘warmongers’ will probably prevail. But unless the majority of players are doing this I would expect it too difficult to hold enough sectors, in enough time, to actually win a LW large map (especially the pinwheel arrangement). Those types of players would just end up being the scourge they are now. IMO
Or what about the huge landgrab squads that do vulch the fields? Players now upping in defense may actually hurt their own side, because they get much more killed than they do kill...Wheels down kills below 10 ft. count on personal stats but not toward sector capture or something like that.
Or how about defending a sector by just not flying & fighting there - after all, no defenders = no kills for the attacker...An undefended base takers paradise with no real annoyance to the ‘takee’, what’s the problem?
But seriously, the pinwheel/target arrangement would eliminate the likelihood of that becoming a problem. Each sector would occupy a ‘swath’ across the entire map concentrating the total number of sectors at the very center where you would find TT/FT. It might be necessary to create a center zone where the sectors converge and disqualify sector capture within it, however.
Or, some iteration of…. taking all enemy bases within a sector will win that sector if one full time-frame completes with no kills in it. The sector can, of course, just be taken back next frame, bases or no.
Or using the keypad model… you could also capture keypad sectors by surrounding them on all adjacent sides, making ‘not defending’ not foolproof.
Regardless of sector style, base capture would eventually still have a decisive effect in the event a team was ‘not defending’. They would eventually have to confront the enemy or stalemate, it would be up to the attacker.