Redeployside - 2014

Redeployment and the speed servers can manage it has defined the Server Smash, with Emerald being the undisputed masters across the board until the final match in which Cobalt found a hard counter in squad Galaxy spawning and ESF air to ground obliteration.

Essays have been written about 'redeployside' with the two sides of the argument being those who want to find a fight easily, and those who want greater strategy and use of transports. I am not going to go into all the pros and cons of the matter as that would take a while, but ultimately what I want to see is this:

  1. Cut off reinforcements needed at 45% rather than 55% to encourage the use of external spawns to secure the territory rather than flooding out of the spawn room.

  2. Make it so that "Squad Deploy" does not work into overpopulated territories.

  3. Change spawn beacons so they are only options for squad members that are within say 300m.

  4. Cut off all external spawning at the territory if you are cut off via the lattice from them.

These changes make it so that an empire can reinforce a defensive fight to make it almost even, but if they really want to win the fight and repel attackers they will either need to coordinate or call in more reinforcements from outside of the territory.

Here is a video with my older thoughts:

Alternatively the following could be used, or some variation: