The moment that it became very clear that there was a huge advantage for teams with Atlas vs teams without and PG decided that they were going to “severely” restrict teams access to Atlas and bring the content of Atlas into the main game, a change to how teams access xp runs and shards needed to be addressed.
At this point I’d say add an invader tab to the main attack menu: matchmaking, bookmarks, invader. Beasts no longer serve a function in Atlas and could be removed, its not like they are the premier source of shards in Atlas anyway. It would clean up the “look” of Atlas, assist with map rendering and primarch movement lag since movement would be limited to glory and castle attacks. No more single troop primarchs running around cluttering up things and no more beast clutter. And may improve server lag with less people loading into Atlas
Invader attack options would have 5 bases listed, one for each element. The value of the shards associate with each base would be assigned by the infrastructure bonuses (non Atlas teams would have zero infrastructure and would have the same value as a team in Atlas that didn’t own a castle, no more running around the map looking for the best beast/shard option to attack. Yes teams without castles would now have gold in their inventory… who cares. They get to start Atlas with a leg up and a storage full of gold and non-elite will be able to farm more gold… big whoop it’s the hat regeneration which is the limiter and timers for speeding up primarchs as things stand now anyway. PG could always build in a gold limiter for players without access to Atlas if this was an issue.
Taking the farming out of Atlas and bringing Invader to the main game seems like a reasonable move to me, although it certainly doesn’t address the Atlas event awards that are really skewing things so much.