I have been following the Wardec Project for a moment and I have been very interested in their idea of the War Room they have pushed for a moment. I think it solves some of the core problem of Wardecs in that they are something intangible, lacking interaction, and scaling too well (blanket decs).
After much thinking I think I came up with a set of suggestions that could help make the War Room fulfill that potential, but more importantly that would cover some of the weaknesses of the idea in that it asks for too much commitment in anchor times/ask for tedious structure removal/etc…
So there are the points I propose for consideration for the Wardec Project, I would like you to poke at themselves to reveal any faults they would have before I properly introduce them to the project:
- Small, easily and rapidly deployable Structures that allow corporations to house War Rooms for each War declaration. The Structure are easily reinforceable (thus avoiding the tedium of destroying current citadels) and through reinforce they ensure a point in time where the conflicts ask for a direct conflict/commitment.
- Small, easily and rapidly deployable Surveillance Structures anchorable only to Jump Gates with a limit of one per Jump Gate. Their roles would be to fill on the capabilities of the Watchlist that have been removed. They would be able to tell when either a corp or a pilot has jumped through the gate or when said pilot onlined in the system (different modules, one for each target). Can be Hacked by the enemy for various effects.
- War Rooms allowing war against one entity only in the system they have been deployed in. This to give a proper geography to Wars. A corporation would thus put a proper claim on the system instead of just an intangible license to kill.
- Beacons/Surveillance nodes deployed by said structures to monitor the system. Hackable/Lootable by enemy players in the war, providing solo/accessible content for people in Wars.
Another more general point: Further involvement of Empire Corps in those wars.
The distinctive aspect of High-sec is the presence and prevalence of Empire corps. Using them can create the distinctive system high-sec needs to distinguish itself from Low, Null, and Wormhole space.
For that I propose player corporations aligning themselves/working for an Empire Corp for a War. Through this two things can happen:
- Involvement of NPCs that can be content for the other side of the war, opening the possibility of sites/fleets that can be contested, ex: a CPF supply fleet to the War Room structure that can be attacked by the enemy.
- Justification for a reward system for participating in a war that would result in LP being distributed for ship destroyed and for objectives attained.
There, have at them, don’t be too harsh, those are general points that definitely need refinement. However, don’t be too nice either, probe them enough to see if there is anything inherently game-breaking or just plain unfun about them.