"Ava_Kdizzle;c-1369432" wrote:
"RWTD_Burn;c-1369414" wrote:
As it is, all the wonderful strategy that was put into defending and attacking for both us and Legion 501st went to waste. It didn't matter at all. I suspect a lot of guilds at 100M+ are going to have similar results as us. If they don't change it, I see a lot of hard fought wars with a tie and 2nd place rewards in our future.
Well said and couldn't agree more. While the easy answer seems to be whichever side clears the map first, given time zone differences, that is unfair too. My 116 US-based guild cleared our fight first, but we were fighting a 116 spain-based guild that caught up in the morning their time. Should we get better rewards due to the time zone? I don't think so.
It seems to me that the best possible tiebreaker is number of attacks. That would reward guilds that strategize and are able to get the right balance of offense and defense without needing to zerg down a team with 10 different attacks, which can be done pretty easily.
Problem with both this method of a tie breaker and the defensive stands worth banner points is that the map itself still doesn't have any value. It might as well be one big territory for troops and one for ships for the teams that tied as there ended up being no value in creating a stronghold to block each other from taking a territory. Whether we put all of our best defensive teams in front, in back, or all on one territory the end result will be the same with all territories conquered for both teams. That's a lot of fun removed from the game mode that the developers spent time trying to create.