A few thoughts:
Closing Loopholes: So far, so good, but what about other loopholes, like corp-hopping. Let’s look at a real-gameplay example:
Corp-Hopping
PIRAT has a long-standing wardec against Goonswarm. During the course of their normal mercenary actions, PIRAT declares war on Kyn’aldrnari, along with a 1-man PIRAT alt-corp, and RF’s the Kyn Fortizar in Sarum Prime. Goonswarm now has a time and a place they know PIRAT will be showing up, and sends a fleet to kill PIRAT. When the Goon fleet arrives, PIRAT’s pilots all hop into the 1-man alt-corp, and continue attacking their target, but are now immune to being targeted by Goons.
PIRAT is the attacker in all of these wars. So the attacker is shielded from the repercussions of declaring a large number of wars and having their targets coordinate a combined response. Does that line up with “the goals of encouraging the sorts of wars that provide entertaining conflicts between corporations and alliances while reducing the number of situations where players experience a lack of viable choices”?
Elimination of Neutral Assistance: Oh thank heavens, yes. However, there are still complications to consider. Again, a real gameplay example:
Multi-Alliance Wars
In December, CCP’s Lore team continued with the storyline that began with the Kahah crisis and Crimson Harvest. This continuation saw capsuleer fighting between Amarr and Minmatar loyalist groups in Thebeka, Amarr Highsec.
None of the Minmatar groups were members of the Militia. They couldn’t be: The Imperial Navy would kill them for being in Amarr Highsec. Not all of the Amarr groups present were in the Milita. In fact, this is the clearest illustration of who was involved:
In any given fight, multiple alliances on each side were in unified fleets. Under the system you’re planning, there is no cut-out for ‘Are both alliances fighting the same targets?’ PIE and LUMEN, both aggressors in wars against Electus Matari, cannot form a unified fleet without their Guardian capchain getting CONCORDed just for cap-chaining. This, once more, appears to violate “the goals of encouraging the sorts of wars that provide entertaining conflicts between corporations and alliances while reducing the number of situations where players experience a lack of viable choices”.
I’d ask that you consider how to address issues like these, which represent the actual complexity of wars in high-sec.