If I may say, the issue I think most at fault is your logistics model.
I get that you want to make the game accessible to the single player. But by giving that player a multitude of spawn points, you then give a squad, outfit, and empire a multitude of spawn points.
Where PS1 was great was that you could hit a base off the main zerg route, and it required some co-ordination to resecure that base. By base - insert gen, spawn room, cap point, NTU, whatever ... these were all nice sub-mechanics; but the real meat here is that a co-ordinated response was required.
Not so in PS2; where you can easily make your way to pretty much any fight by clicking on a series of spawn points, and respawning as soon as you get there.
Why am I saying this? Because ultimately where you don't need co-ordination, numbers will always win. The WDS will be a numbers game. You can 'fix' the scoring system to adjust for populations, but that just penalises the larger empire for probably having more 'casuals'. As has been said before; really you need to get the game favouring strategy over numbers before scoring it.
For my money. Fewer spawn points. No spawn on squad lead. No sunderer "drop+nuke" from outer space.
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