
The game, and the players of course, yield some incredibly thrilling fights. While I find the "mano y mano" fight in itself a reward, I prefer that there be a purpose to the fight, and winning the war offers that purpose. However, on a strategic level the game is rather shallow, with the apparent singular strategy for winning the war being assembling the largest horde for base takes. The game would offer so much more if it included a means to strategically limit the enemies ability to wage war, and likewise a necessity to prevent the enemy from limiting my county's ability to wage war. Currently, it could be argued that a strat or HQ raid offers this, but rarely do these effects last long enough to even land a mission before they have expired.
Personally, though I will gladly join the horde for the sake of winning the war (duh, his names starts with "v"), I agree that the horde can diminish the enjoyment and rewards for both sides when it occurs. It diminishes the return for the horder (less opportunity and reward for individual success), and the hordee (less likelihood for success).
a few thoughts to offer for improving the challenge:
1. Zone (country vs. country) ENY. Link the ENY vs. a country to the combatants each country provides to the other. If 2 countries gang the third, recognize that the third is fighting a 2 front war while the others are only fighting a one front war. Don't encourage country ganging!
2. Link the number of troops needed to capture a base, or the numbers of troops a transport can carry to ENY. If you're gonna horde, expect the bar to be a bit higher.
3. Link the percentage of town that requires destruction to ENY. Once again, if you're gonna horde, expect the bar to be a bit higher.
4. Make long term strategic initiatives matter. If someone takes the time and effort to strategically damage their opponent, meaningfully reward them AND their country for it. Likewise, make it worth taking the time and risk to stop them.
5. Reduce or rid the game of its AI defenses, or at least diminish it's effect on both score and rank. Give the "score/rank potatos" less disincentive to fight for a reason. Go ahead, try to sink that carrier, you might die to the AI puffy ack or AI ack guns, but HTC shouldn't diminish you rank vs. other players unless you're defeated by another player. (I don't pay my $15 bucks to fight an algorithim). Likewise, if you man that field or ship gun, you deserve credit for it, and credit for dieing in it as well if it happens.. (You're welcome MANaWAR).
6. Link ENY to the numbers of players in flight, not online, and don't have it instantaneously update. Or, base it upon an average, or the total number of a countries "in-flight" time over the previous X number of minutes. Diminish the players ability to influence ENY by doing anything except actually playing the game. I'm not sure to what extent this actually happens, but I'm sure tired of hearing so many insist it does.
7. Increase the time required between country switches (I suggest 24 hrs for LW), and prevent recent country swappers from gaining control of Task Groups (I suggest a 2 hour delay).
8. If I'm NOE, then even my own country shouldn't be able to see me on radar. If I'm trying to hide my goon or mission, let me hide it from everyone!!!
9. Proxies? Get rid of them, if you wanna kill, kill someone.
10. Give a time penalty before re-upping on the next sortie after you collide with another player, and make the penalty increase based upon your ratio of collisions/sortie during the campaign. Make collisions more important to avoid.
11. Make a few more Hungarian plane skins, It's getting boring getting shot down by Debrody's 109G6 over and over again. (Dude, I don't even know you're sister, no way it could have been me)