To solve the issue of too many in one system for the server

Yeah, that doesn’t seem like it would work. As Felonia noted, that would just force defenders, but not attackers, to split their forces.

I don’t have a fully baked solution, but I feel like there is a kernel of an idea here: what about instead of time dilation, they use alternate realities. Make X instances of the system and split the players up between them. E.g., if 10,000 players show up, and you can only really handle 2,000, make 5 instances of the system, split the players up between them, if the Keepstar is destroyed in 3 or more, it is destroyed. If it repairs in 3 or more, it is not destroyed. Whatever happens to a ship in whatever instance it is in is what happens to that ship. For anything in space that doesn’t have a pilot, maybe whatever happens in the initial instance is what sticks.

There would probably be problems that would need to be dealt with where you’d end up with 2 instances with all pilots from one side and 2 instances with all pilots from the other, so they’d need a mechanism to prevent that… Probably would be a lot of other issues, like you’d have to come up with a mechanism to roughly distribute classes of ships across the instances so you didn’t end up with one side getting all their logi stacked in a single instance. You’d have to figure out how to do loot. But I wonder if there isn’t some kind of a solution there that is at least better than the status quo, until CCP fixes the underlying architecture.