An article recently on MMORPG.com got me thinking:
AvAvA can encompass so much more than just an almost singular focus on direct player versus player combat. Player verse player combat is enjoyable, and should be at the heart of alliance wars, but variety is the spice of life. It doesn't matter how enjoyable one aspect of a game's play is, if that is the
only aspect it will become boring. Additionally; sometimes there is no enemy to face, or sometimes we want to provide more help to our alliance behind the battle-lines, or help our alliance solidify what it has and help strengthen it. Other than PvP right now, there is next to nothing meaningful and substantial to do in AvA to help our alliance.
Primary Structures and added Investment & Interaction
How would this work within the context Cyrodiil? Well one could remove the 'mystical time-only-dependent' NPC activity that improves our keeps/castles/forts when we capture a mill/farm/mine. Why no provide an option so players can be responsible for gathering their own alliance's wood, cooking the food, mining the ore or what have you. Making players actively involved in improving a keep, results in players becoming more invested in protecting/defending/building on it/fighting for it. Provide avenues so that players and crafters can play a role in helping improve defenses/offenses in Cyrodiil (but not to the exclusion of those that focus solely on developing a combat-based character). Perhaps those invested in woodworking can interact at a mill more-so than a blacksmith could, and vice versa at a mine site.
How about in turn making keep defenses and upgrades significant? Investment for reward: If a campaign alliance invests heavily in effort (not just monetary) in improving a keep it should take a comparable amount of effort for an offensive alliance to take that keep. The further away a keep is from an alliances home base; the more challenging it is up to upgrade. An option could be that perhaps significant resources could be carted from the home alliance bases to the keeps or/and from the temples to the keeps (depending upon what the resource is), in turn providing a distance/risk mechanism for enhancing distant keeps in a particular way.
Daily Crafting Missions
Currently, our daily crafting missions in the game are all about providing resources for the war in Cyrodiil. So perhaps actually making that a reality, and not just stopping at the current. largely meaningless, NPC dialogue at the end of a quest that actually has zero impact on the PvP world of the game.
Adding incentive to populate the relatively dead areas of Cyrodiil
How about having us compliment defenses and upgrades by enabling us to mine/chop/gather/etc out in the wilds of Cyrodiil, giving us all reason to head into these relatively quiet areas of the map to help our alliance. Rarer and stronger rocks to mine (or those that yield more quantity etc), and trees to chop etc could be further away from keeps, providing a risk verse reward balance that players would have to weigh up. But have such sights numerous enough to stop any sort of 'choke point' forming. Perhaps supplies could be acquired from the towns and villages in Cyrodiil?
Siege Equipment and Forward Camps/Watchtowers.
Maybe complete reworking of siege equipment is required: Getting rid of the magical 'pull a trebuchet out of my pack' mechanic and actually make 'us' build them in a keep (of have us aid an NPC in building them), and then wheel them out to where we want to use them? Similarly for rams and ballista.
Also, why not provide us with the ability to set up improved forward camps or similar (maybe our own little watchtower), so we can collect some wood/ore/materials/etc, and build siege equipment closer to an enemy's keep. Perhaps one advantage being the reduced travel distance for siege equipment, whilst a negative being the chance of being discovered by the enemy and the relative lack of defense such a place would provide compared to building in a keep.
And of course above all; making sure the reward for effort of any activity is balanced, both in terms of personal as well as alliance-wide reward.
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AvA should not begin and end with direct combat with an opposing alliance player/s. That of course should still a focus (and always will be), but the more variety a game's AvA mechanics are to compliment this PvP nucleus, the healthier the AvA as a whole will be. Both in the short and long-term.
If you can be anything, be kind.