Firstly, all siege would work in a fashion similar to rams. Do away with all the unneeded siege options, and make trebs, ballistas and meatbags have a 1-3 person rate of fire capability. They would function much like a crew-served weapon, one person aims and fires, the other 2 people "reload" or actually just sit there to be in zone to apply the tiered siege use system, where if it is just one person the rate of fire is slow, with 3 people on the siege rate of fire is increased. This would aid a little in lowering the 1-2 person in the back firing siege in a fight over and over constantly applying debuffs (in the light of new oncoming siege changes). Power of siege would again scale with members on it, much like rams. Oils would be 1 person fire and basically stay as is.
Secondly, use the vast map of Cyrodiil to add siege factories, that can promote small group pvp, as well as have bigger groups, or zone coordination as a method for their defense. These siege factories, through increments of 5 increase siege placement caps. So, with no factories, 5 siege cap, 1 factory-10, 2-15, so on and so forth. The increment numbers can change based on amount of factories that are displaced throughout Cyrodiil. Factories would work similarly like a resource, yes I know.. pve in pvp, however given that these little areas can and should appeal to smaller groups to fight for and defend, with their own offense and defense ticks, can help the larger groups in their overall "map tactics" view of Cyrodiil. If Zerg A goes to capture a siege factory, and then leaves Small Group X can come take it back when they leave thus negating their siege cap increase, so they would have to coordinate as a whole to leave behind Small Group Y to defend against Small Group X while Zerg A and Zerg B fight over a keep.
You wouldn't have to modify wall HP, you would have to apply different dmg values to siege based on members on it, sieges would take longer by nature of it, players would be spread out to work efficiently as a faction, ie small groups can have their little LoS urban terrain based fighting, big groups can still have their keeps raids.
Ideally, this could all carry over into district fighting in IC. If siege increments were by a factor of 2-3, then in districts more factories or supply lines(where you get aforementioned increases by adjacent districts connecting to your home district allowing quicker more efficient sige etc) would encourage meaningful fighting across the IC districts, as well as sewers being that they would force people to power through a district by district capturing objectives, or clandestine insertion via sewers.
Big picture of intertwining everything and making siege more team oriented to use, as well as other objectives for people of all playstyles to find pvp at, I personally think that it would add a cohesive coordination of an alliance as a whole, to spread out and engage in varying styles of pvp.
Your thoughts?
Rhage Lionpride DC Stamina Templar
K-Hole