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I know the current system isn't without flaws, and it's still mostly about the soldier counts and soldier capacities I believe. The respawn time isn't fast enough to fill the capacity, which means that after the start, where 80% of soldiers are there, the counts tend to be below that. In 0.75, it was slightly altered that the respawn time would be smaller, in order to keep the counts high closer to capacity, but it still doesn't feel right. Now the problem is that the forces are too equal, and a defensive force usually wins the offensive as unless the offensive gets to the center of the base to lock down the nearby spawns, the defensive forces have the chance to spawn nearby every 3 seconds, on top of the fact that the commander is sending reinforcements from the nearby bases all the time which tend to be closer than what the situation is on the offensive side.
What adds to the difficulty once you have more bases than the enemy is that the probability of your AI forces spawning near the fighting area is lower as you control a bigger area of the map. When you're fighting the last base it has turned out that this can be a serious issue.
Oh, gods. Tell me about it.

I'm coming fresh from that exact situation you described. I was playing on the largest map of the game, which made the situation even worse. The enemy presence had been reduced to one single base in the bottom-left corner of the map, with us controlling the entire rest of the field. But my guys were distributed more or less evenly between all our bases - that were scattered across the entire map quite far away from each other - and the enemy always had several more troops in their base at any given time than we were ever able to have there at once, making the situation hopeless. This has in many ways been an issue that's been recurring throughout the game in general - the final base of the enemy always takes ages to conquer, because instead of a decisive final assault, we get a slow drip of ever-outnumbered troops that fail to accomplish anything other than die embarrassingly. The final struggle becomes a slow, agonizing fizzle that may or may not ever go anywhere, as opposed to a climactic bang.
I'm glad you seem to be aware of the issue, though. Whatever you do to fix it is most welcome, no matter what it is. The way I see it, it's the current biggest problem with the game, bar none.
Love the new uniforms, by the way.