On Awoxing:
How about a very simple idea: Anytime a pilot kills another pilot from his own militia, he gets an “militia outlaw” flag. That one lasts from minutes to hours to days, whatever you FW guys think is balanced. While the flag is active, other militia members who attack him won’t get a standing hit towards the militia. The flag also does not expire on kill. Means he can’t remove it with an disposable alt killing a cheap frig.
Should he attack more militia members while the outlaw flag is active his timer will increase exponentially AND he will get harsh militia standing hits, means there is a multiplicator that punishes each kill more than the last one.
This way, people wo continuously awox other militia members will be permanently militia-outlaws. They can awalys be attacked freely and will get kicked quickly.
Legit militia members that only occasionally kill a known spy or someone who smacktalks/disrupts corp operations etc, will only have short timers once in a while and just need to be careful while they are running. They will also not get a militia standing hit on first kill.
If you start the timers low and increase the penalties steep, legit players would have no big issue with that, but regular awoxing isn’t possible without making yourself permanently “outlawed” (and get yourself kicked out of the militia pretty fast).
On Multiboxfarming:
The only way to prevent that is to re-design the sites and the payout methods.
First no site should be completable by just “sitting out a timer”. You always shold have to “contribute” in some way. Either by killing waves of attacking NPCs or supporting defending NPCs, but also additional goals like hacking command structures to shut down or enable defensive guns/shields/generators etc. And they payout only goes to the group that has the highest contribution to the site completion. Seagulling by warping in during the last minute and just be “present” will simply not get paid.
Second there should always be methods to “speed up” sites by fulfilling multiple sub-goals at once. That is incredibly hard for a massmultiboxer but incredibly easy for a group of some normal players because they can each bring a specialized fit and focus on their own task, while still cooperating on demand if nessessary. This way a group of non-multiboxers will always outperform a multiboxer. And take most of the site rewards in case both try to compete for the same site.