Competitive CGs are basically a race. Both sides are racing for the finish line.
The trouble is, in real life races, there's drafting. The person in the lead is always at a disadvantage, because they have to break through the air, while, those behind get to take some of their energy, making it much easier to keep up.
But in competitive CGs, that doesn't happen. Worse, because community goals rely on groups working together, when they even start to get behind, some players give up, which pushes them further behind, causing more players to give up, and in almost every competitive CG, the winner is decided in the first day. If that were a sport, who would bother watching it? If in NASCAR, whoever finished the first lap first would win the rest of the race 99% of the time, they would rapidly change the rules to make things more interesting.
And you can't always rely on bribing the viewers to participate. There's only so many engineered modules you can give.
There needs to be a balancing factor, something to still give the losing team a chance, so players still want to compete, even after the first day, even when they're behind. If anything, the losing team should have incentive to compete EVEN HARDER than the winning team!
Just one option would be shared rewards. Right now, the Torval side is barely over tier one, and probably won't reach rank 2. The Caine Massey side is nearing rank 2 already, and may reach rank 3. This means that participating on the Caine Massey side is going to pay out 2-3x better than participating on the Torval side, for only slightly more effort.
Why not make both sides get the same reward? That way, participating on the Torval side will be easier, yet get the same rewards.
In other words, drafting behind the leader. It may not shift the balance completely, but at least it will give people a reason to compete on the losing side.
The trouble is, in real life races, there's drafting. The person in the lead is always at a disadvantage, because they have to break through the air, while, those behind get to take some of their energy, making it much easier to keep up.
But in competitive CGs, that doesn't happen. Worse, because community goals rely on groups working together, when they even start to get behind, some players give up, which pushes them further behind, causing more players to give up, and in almost every competitive CG, the winner is decided in the first day. If that were a sport, who would bother watching it? If in NASCAR, whoever finished the first lap first would win the rest of the race 99% of the time, they would rapidly change the rules to make things more interesting.
And you can't always rely on bribing the viewers to participate. There's only so many engineered modules you can give.
There needs to be a balancing factor, something to still give the losing team a chance, so players still want to compete, even after the first day, even when they're behind. If anything, the losing team should have incentive to compete EVEN HARDER than the winning team!
Just one option would be shared rewards. Right now, the Torval side is barely over tier one, and probably won't reach rank 2. The Caine Massey side is nearing rank 2 already, and may reach rank 3. This means that participating on the Caine Massey side is going to pay out 2-3x better than participating on the Torval side, for only slightly more effort.
Why not make both sides get the same reward? That way, participating on the Torval side will be easier, yet get the same rewards.
In other words, drafting behind the leader. It may not shift the balance completely, but at least it will give people a reason to compete on the losing side.