I don't suppose you guys have ever compaired collectively what all of you know about why with 2 - LWMA, HTC set the side switching time so low versus 12 hours for a single LWMA?
1. - What about 2 LWMA was so different, shorter switch times had a low probability of causing the problem 12 hours controls?
2. - Leaving out the spying non issue for a moment. What does 12 hours in a single LWMA really control?
3. - What conditions can a 3 sided game population create that HTC wants to avoid in terms of gross numbers.
If we were all christian boyscouts, players who follow the fights would have their switch at will or shorter than an hour. So the time rule is not in place to control a minority as much as gross numbers. Most rules imposed on us by HTC are for the good of the whole game and their bottom line to keep us slightly leashed contrary to the impression the rules and changes are only for those who complain the loudest in these forums. Then there is the prevaling wisdom some of you really couldn't give a hairy kester about anything but what only you want out of this game and HTC's rules are an impediment to scream about becasue you personaly don't like any rule between you and your fun.
JSO proved squads could organise on a large scale behind the sceans and 300+ players on a single side dominated the map and totaly screwed the game for the 90 or so players left in the two other countries on those single nights JSO was launched. Usualy on one of the three Fri-Sat-Sun night. You can assume many of those players did not log back in until later in the week and first thing jumped back to another country. We got ENY from that use of gross numbers becasue back then they did it in all the late war uber rides.
How mad did vDallas get at everyone all the time? What could the vTards with their 30 plus hoard have been doing in the MA for the past few years with sub 60 minute or 60 minute side switching as the rule? The exact same greif the other 200 or so bored non boyscouts would dream up and execute to entertain themselves by whizzing on everyone else.
You describe the vTard missions as Whack-a-Mole raids. So throw in a short waiting period to jump countries. Now you have Super Mario Bros Whack-a-Mole vTard missions all over the three countries. Helping defend your feild from a CV attack this moment, then dissapereing and suddenly an NOE raid from the next island helping capture your feild the next. 60 minutes later off to another country with a hearty "Swoow You Too Fools" where a forward group has been already looking for the next greif target to bait and switch.
With a 12 hour rule things like this are not as entertaining becasue once you do it you are stuck for 12 hours. No 60 minute short wait to the next greif hop. It's only fun for the griefers while POing the majority of players not so inclined while introducing disillusion, uncertainty, confusion and anger that it's being allowed to happen. Over the years I've seen a smaller scale of these same feelings over the "Fights" focused squads jumping around to follow the fights.
I've given up explaining to the players grousing on country channel about the "Fights" guys, the country hop was to the side of the furball with lower numbers. What mattered was the impression of being taken advatange of and disillusion, uncertainty, confusion and anger over the action happening where they could see it.
Everyone swears they care about this game until it's their cow that can't have it's fun........