I can’t believe I have to explain situations where this could happen, but I will. Let’s say it’s a time when not many ppl in your corporation are on, and only one officer or higher up committed to show up in order to form a wing. They get stuck in traffic, car accident, u name it and can’t get there in time. They show up 10 minutes after, and even though there were enough people, no one could cancel the attack, or form a wing.
As for the registration process, someone can all of a sudden gets disconnected because of internet issues, and not be able to recover in the few minutes in order to properly register the wing.
If the only officer available missed, make more officers, and give the one that missed a slap on the wrist and a care package if they got in a crash.
If someone has an internet outage, kick them from the wing and queue. Of course, longer registration times would work, too. But that’s hella wait times.
Of course, in either of these situations, a flat fee of 1000 iridium might be a bit much for a smaller corp. But scale it to something like 5% of owned iridium, or 200*(sectors owned)+100 iridium, and smaller corps just get lightly scolded, rather than lose all their iridium.
Why should the people in these examples be penalized because some corporations are using annoying tactics? Back to my original point, when I que for dreadnoughts I want to play a game. The last sector conquest at least did that, PvP does that, PvE, well really any game I can think of when u que for a game, u get to play a game.
Okay. How’s this:
Dreadnought battles are exciting. There’s a lot of wait time, and a good bit of preparation that comes before each one. So it’s always a disappointment when you queue up for one, but no one faces you.
No more.
I propose that wings that were ready to fight – be it attack or defense – face each other for their voucher rewards. Attacking wings that queued automatically get placed into this alternate queue, and defending wings that prepared can choose to register to “defend” against nobody to get in. For consistency, icons look much the same – attacking wings are on the left, with an arrow passing through the middle to the right side. Defending wings are in the middle, with no attacking wing on the left.
One dreadnought battle happens at exactly the same time as all the other first stage dreadnought battles. Just in case, y’know, an attacking wing needs to take part in the second stage, too. They don’t get eliminated if they lose.
Some flavour texts:
Upon an attacking wing that gets a game this way:
You successfully avoid the sector defenses and start looting. It seems you weren’t the only ones who came for the money, though. An enemy dreadnought warps in, ready to fight for their reward!
Upon a defending wing that gets a game this way:
Your vigilance has paid off – your enemies were scared off without attacking. You prepare to fly back to station, but an enemy dreadnought suddenly warps in, ready to loot your sector!
Upon an attacking wing that wins a game:
The enemy dreadnought retreats. The reward is yours!
Upon an attacking wing that loses a game:
Just as it seems as though you will be forced to retreat, the enemy dreadnought warps away – taking your loot with it.
Upon a defending wing that wins a game:
You’ve beaten back the looters, forcing them to warp away. It looks like they left something behind!
Upon a defending wing that loses a game:
The looters cripple your dreadnought and repel your forces. Before you can call for reinforcements, they warp away.
Of course, I feel like the penalty would be easier to implement. To each his own, though.