I swear i read it all, it’s nice to see interest in wars, indipendently if i agree or not.
Just a question to start: are our beloved new players safe yet?
Wasnt that all about?
I see such a need for war objectives, please spare us. Whatever mechanic you chose as target for attackers and defenders will surely be boring and probably easy to evade/exploit for both sides.
How about the original idea i proposed of a financial tax/ mining/ industry/ trading reward for who flag himself and face the risk?
There you go your objective, in a simple rule, that is very sandbox friendly and doesnt bring boredom. Restauration of risk vs reward is what the war system lacks, mechanics come after.
The defender has an incentive to take the risk, the attacker a probably better opponent that has something to defend, his ability to make isk.
Dont want to tale a risk? Stay in noob or social corps which are not elegible, but accept that you will have less reward. This can be easily tuned to make so that new players arent affected in their ability to make isk ( tax progressing with char age, limitations to mining ship classes that wont affect ventures anyway, and so on… unless you want to inject to riches, in which case you already have enough iskd probably).
Then later tune the mechanics. Locator for structures? Ok, let’s give it a try.
Let’s discuss mechanics, but after fixing risk/reward. It might be that this alone would fix wars, or at least their perception. No one go to forums to complain about being blowed in low sec or null: they knew rewards were worth the risk. Two tier of income in high sec , linked to war elegibility, would balance most issues, especially perceived ones.
P.s. If the only solution a corp leader can provide to his mates is to log off a week in case of wardec, then thid leader would be better going learn the rooes. Evaiding deks it’s easy imho. Dont forget modt dekking ppl has carebearing alts, so trudt me if i say that :))