I like the freedom it provides when it's got numbers. If it just turns into another WT clone, what's the point?
That is a false dilemma. There is a huge design space between the current AH design and WT that could be explored. It isn't a binary choice.
Now take away all the class progress/points/unlock stuff. How many people would stick around? I know my money's on "few".
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I reiterate, you still make progress even if you barely get kills and lose every round, right? The "progress" is a time counter.
In BF, if you didn't get kills, and didn't help capture bases, and your team didn't win matches, then I don't believe you earn any point or progress in rank. I don't believe you get points for time-of-play. At least I never noticed that.
You realize I wasn't suggesting a rank progression for AH, right? I was merely trying to answer the question you asked earlier.
The main things I think could be learned from BF that is applicable to AH is:
1. Shortening time-to-action seems to reduce loss aversion and increases pace and cadence of action.
2. Proper map-scale:player-count ratio helps facilitate #1. Grow the player-count or reduce the map-scale. (Their spawn mechanism is the other big part of that but I don't think that would work in AH, although, I could see bomber air-starts helping.)
3. Their time-based ticket loss mechanism forces the losing side to act quickly to reverse the balance or inevitably lose even if they hold a stale-mate. That can create some rather astounding battles of desperation. And it puts some time limit on the cycle. That could work in AH without huge changes. The current victory conditions or a loss of all tickets which ever comes first. Each country starts with (just making up a number) 250 "morale points". Each minute a country has a deficit of bases they lose a point. Nothing concentrates the mind like a deadline.
Say a 4 hour war cycle? Would that be horrible?
Did you have a different suggestion?