**** off and don't encourage/force people to play to win alerts. Fin. I really used to care for alerts, I've even made plenty, plenty of extremely toxic, salty posts and threads on this forum just because of "fun" experiences I've had while playing for the win. The game became a lot more enjoyable once I stopped playing for certain objectives and played the game 'cause it was fun. If you want ppl to care and play for strategic goals : 1) make playing the locally underpopped faction (the 20% in the 80%/20% fight) actually enjoyable and meaningful to play. I've tried attacking and defending in many hopeless fights, and the experience was soul-crushing. There's literally nothing you can do as an underpopped faction if your enemies aren't stupid. They can recover their losses almost instantly and they mean almost nothing, while you're crippled if you lose any of your assets. Fighting while out-popped shouldn't be a chore, it would be a first step towards actual strategic play. 2) either bring old alerts back or revamp them. I find them genuinely detrimental to most people's gameplay. They proc too fast and last too short, they make long, grinding fights of old last only 3 hours tops, construction players have no time to build anything significant and have it be used except for free ESF pads or routers, maybe OS if outfit orbitals don't delete it from existence. if you want to win alerts be ready to become Quasimodo from all the carries, break your U button from all the redeploys to counter ghostcappers, attack bases only to get seal-clubbed by 30+ redeployside Heavies along with at least 3 A2G ESFs or zerg. Alerts massively discourage good, interesting tactics because they're too short, you need quick, guaranteed results i.e zerg to beat others. Maybe they shouldn't be based around taking territory, rather something else that doesn't encourage neither farming nor zerging. Either way, 90 minutes for an alert is way too little. 3 hours was just right IMO. The meltdown alerts encourage ppl who play to win to use some of the scummiest, fight-ruining tactics in the game and the fact is, if you have **** fights, you have **** gameplay. And no amount of caring for alerts will make 99% of people, including myself make want to put up with said ****** gameplay. I'd like to contribute to my faction's win, but fun is more important in game. Current alerts make massive, epic fights counter-productive. The strategic layer and gameplay of PS2 are at odds with one another, they should compliment each other instead of invalidating one another. At least there are so many alert procs that I never run out of certs. 3) add actually viable tactics. Can't have strategy if you have no tactics. At the moment, strictly looking at alerts, zerging gives the best, fastest results. Construction could be molded into an anti-zerg tool. Encourage experimentation. IDK. But shoving an entire platoon into a point building shouldn't be a guaranteed i-win tactic, nor should be spamming GSD sundies into an amp station. Everything should have it's place. It's why people like biolabs, they break the mold, are almost impossible to kill while providing quick satisfaction. Every inch inside a biolab matters, everything is so condensed that you can be shot from everywhere and flanking is easy, so safeguarding paths to capture points is just as important as capping the points themselves. Control of surrounding bases gives extra spawn locations, ironically making biofarms one of the most strategically demanding bases in the game. Most other bases are repetitive, consisting of shoving everything into capture points, and having the surrounding area barely matter. Most hard-to-take objectives aren't worth it in comparison to small bases that give the same amount of territory%, but don't take even a fraction of effort to take. I'm sick and tired of armchair generals and outfitsiders acting like alerts are everything in PS2 when I feel like it's the thing that disrupts gameplay the most in PS2. PS2 is many things to many people, and current alerts by design disrupt gameplay for most play-styles that don't revolve around them. It didn't used to be that way. Days-long battles at the Crown were some of my most memorable moments in PS2, if something similar happened today, Meltdown alerts would inevitably kill it after 3 hours of a continent opening.