Having seen the new war mechanics in action, I find that the idea is solid, but the current implementation needs something else to ensure consequence and give meaningful choices to both parties in a war. Currently there’s very little of that risk vs reward that stands at the heart of EVE.
As a declaring entity in high security space you can easily drop the war long before your war headquarter is in any real danger, thus avoiding the loss of the headquarter but more importantly you avoid the consequence of being unable to declare that same target again for the next two weeks. Considering how long it takes to take down a structure those two weeks seem relatively low as well.
So I’d personally like to see the following changes to add real consequences and choices.
1) If a war headquarter is reinforced or in a repair cycle, the declaring entity shouldn’t be able to drop the war on their own, only through surrendering or having their headquarters destroyed.
This is an important change to add consequence for declaring as well as give defenders an actual chance to fight back. With this change you’d have the chance to fight for your headquarters and risk losing it when it gets attacked, or offer a surrender to try to save your structure. You’d no longer be able to simply avoid the fight but would have to actually defend, successfully, your structure to avoid the consequence.
2) Increase the time penalty for not being able to redeclare from 2 weeks to at least 4 weeks if not more. This goes for both surrendering as well as losing your headquarters.
Two weeks is just too short a time, doesn’t really give you any reward for fighting back an incessant aggressor. Increasing this will give people more incentives to fight back.