> divide Cyrodiil in zones (like Risiko-board-game) every keep administers a zone
> more livestock and farm, farmers in the vast lush meadows
> players can hire once a day NPC's (like companions) that help in the conquest of a smaller objective; NPC's that die can't be resurrected; they self-heal after out-of-combat; player has a selection of orders that he chose from for the NPC's.
> PVE-dailies and weeklies linked to the farms/keeps/and other pvp-buildings (there could be ports, smaller farms, travelling transports...and related quests could be sabotaging missions, infiltration-missions, rescueing missions, collecting missions, protection missions...., instanced and/or open)
> PVE-dailies/weeklies would be for solo/group (with scaling difficulty, rewards, older group-quests can be tackled solo in the future, enemies would NOT become stronger like it is now with dungeons)
> system detects if player is in solo/grouped > system should detect that too if players gank too hard ( say 4 v 1 gives less reward than 1 v 1)
> more life in general within Cyrodil with more "PVE"-quests (always relaated to Alliance War and with PVP-rewards )
> in general PVE-quests could be a "preparation"-activity (goal) for a future PVP-activity (assault of a keep); this would be cool too

; the system would monitor things.
> every zone is administred

or every few zones by a governor and a couple of tenants (NPC's > questgivers) who are all quest givers (dailies and weeklies, governor gives weeklies)
> if zone is controlled by enemy faction, > more reward in xp, when killing player or completing quest
> probably a mix between pve/pvp could make the difference in Cyrodiil.. (balance) and help spreading population
> there should be activites for solo, small, medium, large groups, just like the groupfinder works; older 4-group-activities can be tackled in solo (say lvl veteran 14 can be tackled by veteran 16; unlike how the system is working now)
> I think there should be more vanity stuff to spend gold for, I think many players play for the pure reason of trading only, like playing a minigame within the main game, beating the next figure day after day...more incentives for spending gold; maybe some vanity-crown-store-items may be tradeable ingame too
> to keep farming in balance, system should detect if groups are killing similar targets too often within a short time (that would define farming) or it should be allowed to a limit with a soft cap in relation to champion points (which I think already exists?); certain areas with their mobs would have a "timer" that would start when player kills the first of those mobs and after a while (at least 1 or 2 chamption points-xp) it would not be profitable anymore... although the enlightment-system is enough? i stop farming/doing sth when my enlightment is over..
> the pve-quests would count towards conquering the zone's people approval and debilitate the keep that "administers" it (see on top)
> every day there would be a selected keeps that would be affected by the pve-quest-dailies-effort (there would be single keeps every day (or week) that are particularly more sensitive to certain activities
> for Cyrodiil, some of the ideas above could be integrated in a sort of "conquest-system" that already exists in swtor, where dalies and every/weekly selected activities (also crafting) contribute towards conquering a planet; this "idea"/activity monitor could be adopted in Cyrodiil too or for the zones in Cyrodiil, once it's divied; even outside-Cyrodiil-quests could contribute to Alliance War from level 1 on,
> i also thought about a new trait , that gives a pvp-bonus to the gear that works like the "expertise" in swtor's pvp.
> of course the ultimate PVP-activity with best reward would remain the classic keep-assault (which we have now) and would have the major and most important impact.
Thanx for reading and i hope you approve

Xandryah