So just a couple of minutes ago I was playing on Miller, Esamir, with TR doing their usual early morning ghostcap of the continent before everyone actually wakes up. What caught my attention, though, was an Alert which consisted in capping the 3 Amp Stations in the continent. Now, sure, that would be a fair enough objective for an alert, if it wasn't for the fact TR were 30 seconds from the last Amp Station cap. So, concluding, they got some really nice free XP doing absolutely nothing. Now I know TR is not to blame for this and, while I am a "conspiracy theorist" who believes that there is bias towards the elmos in this game (strikers, fractures, prowlers, strikers, strikers and more strikers), I think the developers need to look into this cringeworthy calculation that basically started an alert that ended the moment it started. Also, perhaps this is the wrong section to post this, but more than a bug, I believe it's something gameplay-related that nobody cared to address.
It's a new an similarly bad idea to stop 4th factioning during alerts. Just make them so short there is no time to switch
This is not the first time it happens.. in GU11 (waterson) happened the same with the TR, we got an alert when they had 74% territory control and won it in seconds.
Guess the alert generator needs a bit more tweaking. Nothing major in this case as all that needs to be done is to exclude that type of alert from spawning if any faction owns two amps already.