this took me a while to think about, looking at the map and such, looking at where you can and cannot go, etc, and i feel these 3 things will really put a big plus on Cyrodiil and maybe even improve it completely. so here they are.
1: towns are mainly distractions.
currently they mostly pose as distractions than anything, they usually hinder rather than help when it comes to respawns, contribute nothing to the score at all, and are to easily rolled over (swapped).
i think beefing up the towns with a 4th flag that is inside a building which is either a resource tower or a random big building with hallways as well as putting defences on ALL the flags would go a long way, as well as allowing the town to contribute points as if it was a home keep or grant a buff, this way it becomes something to want but not focus since it's still a distraction, especially if the respawn of the town works the same as a camp but with IC's 10second CD so you cant use it as a blood port.
2: still a lack of far out objectives to spread people or give smaller groups a reason to roam.
solution? add an IC style mine/cave/ruin near the middle of ALL the faction locked links to the furthest keeps from bases (drake for example) where there will be 2-3 entrances and 2-3 flags with roaming lesser creatures (bandits, spiders, whatever the places theme) that when held for 30 mins grants an alliance wide buff to the owners a 5% bonus to AP gained and 20% exp gains from player kills (stacks with holding more than one) that also contributes 2 points to the score while held.
but here's the catch, the only respawns you'll get is if someone places a camp outside otherwise have fun riding back, this will give gankers and small scale players more incentive to roam to these places as well as contribute to the campaign and giving small scale players more reason to not bang their heads throwing themselves at tower farms.
3: improved sieges.
this one is more of a personal thing than anything but may improve keep attacks regardless.
basically half the amount of sieges that can be placed at any place to 10, but double their effectiveness against players and buildings (cold fire only 50% extra effectiveness over normal so no 30k ticks, they hurt as is.)
why do this one? i always found it irritating how many sieges can just be clustered in a short amount of time making stopping them pretty difficult but at the same time seeing 20 sieges not being to rip through walls like nothing also seemed kind of odd, so by lowering the number and increasing the damage you'll see less clusters making defence alittle easier, they'll still hit keeps as hard as they'v always have so it wont reduce siege effectiveness.
but here's the best part: less sieges required means more AP savings for everyone, meaning more people might actually buy them over saving up since it means you get more bang for your points, which should encourage more people to carry one, which in turn will mean less irritation for those random groups only to find only 2 people actually have siege tools.
these thoughts came around due to how lack luster towns were and how pathetic IC has become, as well as seeing just how often keeps flip, i'm no PvP pro or nothing but i still enjoy a healthy dose of it and want to see it thrive.
any counter arguments, improvements, etc to these are welcome but flames will be reported so no valid reasons or insults will just go bad for ya
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EU - [Arch Mage Dave] Altmer Sorcerer
Fight back at the crates and boxes, together we can change things.