Okay, Lusche, if I have your argument correctly, you think the percentage of buildings stay down longer. The attackers are not as worried about the town being out of sequence.
I say that is freaking fantastic.
And about my exaggerated sign, "STAY OUT" may only apply to those who now are willing to bring troop carriers.
It is no secret, on how to take a base, even with the old system. It required number of dedicated countrymen (cough large squad) a combination of stealth (NOE) and precision (tool shedding - which I love) along with an accurate ticker (clock counting down before a single ack ack pops). And OH YES, at least one troop carrier confident enough to be on standby when the "ready" was given.
What do the defenders have to do??? Spam the country channel, "Alert (base #) mission in bound".
Now, let's talk about balance Lusche.
I do value your opinion sir, and respectfully have my own. I want to see numbers, instead of assumptions.
It has been less than one week, with the new settings and I have been trying to figure into my budget how to pull off a six months subscription around the holidays, because that is how much I appreciate how things have been going in the last few days.
I am all with you brother and HTC, when they decide to tweak percentages, but only if there is a real benefit to the success of the game (and yes, in that I mean popularity). Giving individual players the ability to participate in a country wide goal of acquiring territory and winning a war, is far more important in my opinion than someone's assumption that base capture should fit some formula of balance. Who knows? When the numbers are actually crunched and revealed it may be something like 50% town is a bad formula, 51% town is a good formula, and 52% town is a bad formula. That is the way the curve works isn't it?