When a war is triggered it's more like you are in a tournament than a war, it doesn't feel like a war, let's be honest it's CQC on foot, and as such it's ok.
So we need a redesign of the war scenarios, yes it's my opinion and if you have another opinion let me know in the comments.
Suggestion:
1. Defending fraction spawn inside the settlement/base
2. Attacking team drop only one time, establish a FOB where you respawn if you die
3. To win defending team need to stop attacking team gaining access to Power, Command center.
4. To win attacking team need to take power and commander center.
5. Defending posts are placed at entrances, need to be passed by attacking team.
6. Upload a virus to shutdown command center = a take, defending team can't restore it.
7. Shut down power and take the power thingy = win
8. Count down timer for respawn opportunities, lets say it's recourses to keep the fight going that depletes.
9. Defending team win when there is no more attackers.
Remove the "flags" FOB could be a drop ship that's landed and is used to respawn from.
So we need a redesign of the war scenarios, yes it's my opinion and if you have another opinion let me know in the comments.
Suggestion:
1. Defending fraction spawn inside the settlement/base
2. Attacking team drop only one time, establish a FOB where you respawn if you die
3. To win defending team need to stop attacking team gaining access to Power, Command center.
4. To win attacking team need to take power and commander center.
5. Defending posts are placed at entrances, need to be passed by attacking team.
6. Upload a virus to shutdown command center = a take, defending team can't restore it.
7. Shut down power and take the power thingy = win
8. Count down timer for respawn opportunities, lets say it's recourses to keep the fight going that depletes.
9. Defending team win when there is no more attackers.
Remove the "flags" FOB could be a drop ship that's landed and is used to respawn from.