# War headquarter mechanics and lack of consequences

**URL:** <https://forums.eveonline.com/t/war-headquarter-mechanics-and-lack-of-consequences/169504>\
**Category:** Player Features & Ideas\
**Created:** [June 24, 2019, 8:33pm UTC](https://forums.eveonline.com/t/war-headquarter-mechanics-and-lack-of-consequences/169504 "2019-06-24T20:33:37Z")\
**Posts on this page:** 1\
**Showing post:** 15

<div class="post-metadata">

**Author:** ![Bronson\_Hughes](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/bronson_hughes/32/189075_2.png) [@Bronson\_Hughes](https://forums.eveonline.com/u/Bronson_Hughes)\
**Post date:** [June 26, 2019, 1:04pm UTC](https://forums.eveonline.com/t/war-headquarter-mechanics-and-lack-of-consequences/169504/15 "2019-06-26T13:04:15Z")

</div>

> [@Runa\_Yamaguchi](#):
>
> One other suggestion I’d make is that the attackers station must be in the same region as the defender. A smart attacker (cough) would make it REALLY inconvenient (via jumps) for the defender to attack. I mean, do you really want to warp 30+ times with a BS fleet three times (round trip)…
> 
> Also, station HQs cannot be places in islands…my other suggestion…

Keep in mind, it’s just as inconvenient for the attacker to make those 30+ jumps three times around.

Alternatively, either side could make the trip once and wait out the timer in the area engaging targets of opportunity.

Or, if either structure is near a decent trade hub, they can just clone jump (or hop in a shuttle) en masse and buy an attacking fleet there.

And what about structures in adjacent systems that happen to be in different regions?

I get where you’re coming from, but it seems like too arbitrary of a restriction with little-to-no benefit.

---

_[View the full topic](https://forums.eveonline.com/t/war-headquarter-mechanics-and-lack-of-consequences/169504)._
