You seem pretty hung up on structures, and not really following the logic of either my or even your own proposals.
Wars aren’t ‘expensive’ if you don’t lose ships and don’t have to either attack or defend a structure. My proposal removes structures as a requirement for wars. So the question becomes “can your corp complete war actions without too much loss?”. Which means you need an active and capable corp who knows how to get their normal activities done (ie. mining, exploring, missioning or whatever) without getting caught and ganked.
So no, wars aren’t ‘expensive’. They become a contest of skill in the game, and if you’re out mining in Ventures, for instance, then you’re not losing these billion-ISK ships that you somehow keep assuming are getting whelped left and right.
Yeah actually you can, and CCP did just that back in 2014 or so when they bumped the NPC corp tax up to 11%. Resulting in thousands of players leaving their NPC corps and starting or joining player ones. Which continues to this day.
War decs existed for years before the current structures were even introduced, and for years more before structures became a requirement. And wars had the same problems then that they do now.
Well, actually, what you’re saying here is “structures provide rewards for a corp, and a corp has to be more active in order to support those rewards”. Which is good as far as it goes. Except you still end up with a structure that 98% of all corps cannot possibly defend from a serious attack by a wardec corp.
Well again, you’re focused on structures, and again, really all you’re saying is “a corporate feature needs to deliver corporate rewards”. The problem is you’re trying to tie those rewards to a structure which, for most corps, cannot be successfully defended. So what you’re really saying here is “take NPC structure options away from smaller corps, and add rewards and bonuses and features to structures which only larger corps can possibly defend.”
So you’re back to big corps win, small growing corps get shafted.
My proposal removes structure requirements, gives small corps an equal chance at winning wars and growing, gives players incentives for being in active and successful corps (which can now viably mean ‘small active corps’), and doesn’t tie any of that to a structure which cannot be reasonably defended.
Are you seeing the pattern here? You keep trying to tie everything about wardecs to structures. But that is going to fail because the vast majority of corps can’t defend against a wardec corp that’s capable of fielding 100+ fleets to take down a structure.
You’re also advocating taking gameplay options and resources away from everyone who doesn’t volunteer to be the fish in someone else’s barrel. Improving gameplay isn’t about removing viable options, it’s about creating them.
Hmm. It’s almost like that’s why I removed “defend a structure” as the only possible option for defenders. Gosh, what was I thinking, to give actually viable options to defenders instead of the unachievable one of expecting a non-PvP corp to defend a giant floating target from a PvP corp?
And of course, you’ve also jumped from “beginner corp” to “already built up” corps with multiple citadels and moon mining ops… with no acknowledgement of the massive gap between those two states.
Corps need incentives for players to be in them, disincentives for not being in them, and viable growth paths and means to get from being ‘starter’ to ‘growing’ to ‘decent’ to ‘strong’ corps. You can’t just assume everyone is going to join corps that are already strong.