ChiptheFish wrote:Ghost666 wrote:I actually DONT LIKE outposts...i have a life outside SWC and to have to sync attacks with squad is taxing my family and professional lives...i would prefer to have 24h to attack...but no bonuses...just my own schedule!
Agree on the timing issue. Our squad has never tried to coordinate our attacks and I've never suggested it because we're all on different life schedules, timezones, and it seems like many have healthy IRL activities ( you know: jobs, school, mates, kids, exercise...). We win often and we don't coordinate - and I'm happy with that. When we loose to an obviously well coordinated team (i.e. they grab all the outposts and hammer us inside of 30 minutes) I just chalk it up as the cost of avoiding having a game dominate all my time.
Regarding eliminating the outposts... I could go either way. I do like the variety the randomness of the outposts bring to the match. And it's also one of the major incentives I have found for unlocking the different planets, which I think might be the main purpose of their existence; previously I almost ignored the other planets. (although the unit unlocks help as well with that, but not as much for me)
I hate outposts for the same reason as you two guys. The need of heavy organization (with cooperation of very poor in game possibilities to communicate).
I was thinking how to solve it, and only thing that came into my mind was some sort of cooldown, that outpost cannot be taken for xy minutes after it has changed its owner. That could slow it abit, while keeping outpost bonuses and also keeping the extra tactical element of when to take what outpost.
That is, however only early idea of non developer, so I might be totally wrong