I'd like to see a timer on a base. Once the first object is destroyed...other than radar, two timers start. A 30 minute one that logs all those who rise to the challenge and work at defending the base. The second is a 60 minute timers for the attackers. If they don't capture the base in the 60 minutes those that made it onto the logs in the first 30 minutes and are still inside the dar area for the base win "Saving the base" points/perks.
I agree that something should be done as will to make the new owners of a base defend it for a certain amount of time. No auto ack, and maybe something like the "Save the base" idea above, log the defenders who just took the base and if it is still theirs 30 minutes later give those people points/perks.
A couple simplistic examples illustrate the challenge with this kind of idea though. How do you code in the rules the program goes by to build that list?
Guy upped from the base, heads out to jabo a completely unrelated field. 60 minutes later he's RTBing and inside the dar ring. Does he get whatever the carrot may be? I say he didn't do anything, doesn't deserve it. Maybe the system just ignores the fact that what he did wasn't 'useful' and gives him the carrot anyways. I could see a lot of hording to be in the dar when the defense carrot gets given out.
Same guy upped from the base, headed to the field that's the base of attack for the enemy, porks ords and radar. Does he get the carrot? To me that's helping the effort. However, how does the system know which base is the one being used to attack another base?
Or, do we completely ignore retaliatory strike missions and only award the carrot to people that purely stuck around the base and either blew up GVs or shot down planes? Maybe you only get the carrot if you damaged an enemy?
The devil's in the details designing a system like this in a game.
I like the idea having a base be 'contested' for an amount of time, but the conditions for a successful retake and the amount of time it's contested for needs to be very carefully set up.
Maybe supplies and/or troops being flown in could reduce the contested time.
Heh... looking at that, we run into the problem again of requiring too much complexity or action by multiple people means 'bring a bigger horde' to most.
I can see why little has changed on the strat front for a long time. The system they've got now has its detractors, but you have to admit, people aren't leaving in droves due to lack of land grab strategic play. It might be a simple case of 'good enough is good enough'. The legitimate gripes I've seen when people talk about leaving are usually about hordes or HO's or other things of that nature.
Wiley.