As a major part of 's ongoing Galactic War, Major Orders task the entire playerbase with defending or liberating certain planets, sometimes representing significant milestones in the game's overarching narrative. However, with how the mechanics of liberating planets function, Major Orders can sometimes be unexpectedly difficult to complete, even with the majority of the game's active players focusing on contributing to the war effort. Alongside some other notable factors, like the involvement of a GM overlooking the overall progress and advancement of the war, Major Orders can pose a tougher challenge than players might expect.
In, Major Orders are typically significant pushes for aggression in the overall war effort, either on the part of the players or one of the enemy factions — so far, Major Orders have either tasked players with pushing to liberate certain planets, or to defend them from attacks by Automatons or Terminids. Notably, an early Major Order, which involved defending planets from Automatons, was the first to fail, in part due to 's difficult civilian evacuation missions. While the following Major Orders have progressed more smoothly, there's still one key factor contributing to uncertain outcomes.
Because of how planet liberation works in, the success of Major Orders can be more at-risk than the holographic map might suggest. Essentially, planets have a steady and constant «regeneration» rate that counteracts the gains made by players who successfully complete operations, slowing down progress and, in some cases, even negating it entirely. During peak playtimes, where the majority of the playerbase is active, concentrating effort on planets marked for Major Order campaigns is typically enough to make progress, but problems can start to happen during less active hours.
Because most of 's playerbase is concentrated in the same few time zones, there will often not be enough players during less active hours to counteract the decay of liberation meters,
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