Let me toss some numbers at you and maybe you will understand why 3 sides is better.
Take 60 players total.
Now, in a 3 sided war, there could be 20 players per country. Giving each 20 player country 40 potential targets to shoot at.
Now, in a 2 sided war, there could be 30 players per country. Giving each 30 player country 30 potential targets to shoot at.
Get it?
So when you all start coming back and saying the countries are not that balanced and yet complain about no targets to shoot at,.....the solution should become apparent.
You want more targets to shoot at? Sooooo....
[yes, I am trying to lead that stubborn horse to water....]
No, you are just (gently) insulting us.
(Okay maybe not...)
I'll give you another scenario (that's much more common). No matter how many players you have on the three sides if the war is on a front that doesn't meet your own then you have nothing to do but take empty bases.
The Nits and the Bish fight it out on the other side of the map and the Rooks get to twiddle thumbs. That's what usually happens. So if you switch sides to find action you get ENY'd and stuck for four hours.
The numbers are simply too diluted for three sides at the moment. I've played three-sided (AH) and two-sided (WB) arenas with these numbers and the two-sided provided more action. My opinion. It's worth about as much as you can sell it for--which is not a nickel.
1) If two sides is not the answer then the obvious solution is to drive up numbers, and that mystery is still being solved.
2) The other is to funnel action via the map structure, which we see Bustr doing.
(I still can't help but think two sides would concentrate the fighting until we get back into the higher participation levels of previous years. Action breeds interest.)