No life transfer looks perfectly fine. If the defenders can't transfer the lives from the doors to B, they'll surely defend the gates and wall harder than now. My suggestion: all doors have tickets (separate tickets, not a common pool) and once a door is destroyed, its tickets are lost. Of course, if A is taken, all door tickets are lost as well.
They really need to stop that whole ticket transfer thing. Attackers are punished by breaking open the doors (odd for an attacker, to be punished for breaking through the enemy's defenses) and defenders are rewarded for it. BE, do you even stop and think about any of this before you implement it?
They wanted to level the playing-field for bad defenders, when the attackers destroy the gates too fast. Idea 1: The number of respawn-tickets at the gates not only drops as the defenders respawn, they also drop over time. With 60 respawns and they should be gone after 10 minutes, that's 1 respawn per 10 seconds. Idea 2: When a gate gets destroyed, half of the respawn-tickets gets transfered to A. If a gate gets destroyed after A has been captured, half of the respawn-tickets of the gate go to B.
Except no it doesn't really work because on hold the line maps if you start off with a pop imbalance or a delayed spawn in you get screwed over with losing all your tickets and don't have much of a chance to recover even if the game balances out later.
The fact is that gates are easily destroyed. They only need a few arty shots before being cracked open. Weakening the doors would make people stop using side entrances to clear the wall. Strenghtening the doors (and getting rid of ticket transfer) might be just what we need.
It is a bit sad that the Attackers need to defend the Gates from the Defenders... Anyhow, I agree that they should try changing it so that only half the tickets will be transferred, and that they will be transferred to Gates first, then A Point, then B point. E.g.: Gate 1 is destroyed Half the tickets go to Gate 2 (or opposite in case gate two is taken out first) If the last Gate is taken out then half the tickets go to A Point If A Point is taken half the Tickets go to B Or something like that ^^
Why so complicated? Friendly Firinge disabled for doors / gates first and let the tickets as they are. If programmed correctly, it is just a switch on/off for it. K.I.S.S. FTW
I think its more that Fortress ticket mechanics are broken. Those Tickets should be tied directly to A anyway. Contrary to this obscene tactic, attackers sometimes leave one not destroyed so the tickets are lost with A. That doesnt make sense either, you should destroy both! The tickets should all come from A with gate spawns being optional deployments that are disabled if they are destroyed. But, lets face it, Fortresses aren't designed very well either, nor do attackers have global powers, secondary objectives, etc to support the assault