If they switched to small maps only I think we would have a ton of people crying about it.... view trinity as an example. I think the adjustable win the war percentage has a lot of merit. It may take a bit of tweaking to adjust to keep a map up a couple days before the win percentage was hit, but that would make all the maps run long enough for everyone to get a chance to fly on it, but not so long as to get everyone frustrated by being stuck on a map.
It is probably best to start trying different things to see what works. There have been numerous ideas floated in this thread that are worth further consideration, and perhaps simple trials to see what works and what doesn't.
Large maps, although much fewer in number, significantly dominate the play environment. I would guess, about 80% of the overall map time (but that is an entirely subjective number). That is a problem. In any game the envinronment within which you play is absolutely critical as it dictates play optins, styles, etc. AH is no different, and the maps are the tools by which our gaming options ebb and flow. They are, far and away, the single most important factor regarding how this game functions, and how we function within it.
We have seen that size of map is extremely important in determining play options and game flow. That is simply irrefutable and I do not think anyone in this thread would dispute that basic truism. The intent should be to find a format that simply does not allow a couple maps to dominate the vast majority of the rotation time and thereby promote a
very specific set of play options and game flow.
This is the root of it. The intent should be for balance. Small/medium maps, and their related play options and game flow, are simply not getting represented proportionately.So the goal should be at the very least, to balance this. To put it the simplest way, if one took the average time that a small/medium map was active and simply capped the huge maps so they would flip after that same average amount of time, we would be on a positive track. We would be looking to some semblance of balance in the play environment that is presented to the customer. Simple options like this are what should be attempted imo.
Moreover, in doing this you immediately address the lower population concerns for off hours. Smaller maps would see more of the relative map time, and thus help lessen that feeling of emptiness one gets when the huge map is in place for a week...because it simply wouldn't be allowed to do that anymore. Now, I have no idea whether or not this is even possible from a programing point of view, but the intent here os to move forward the idea. The details of implementation are for those far smarter than I.