This, like the OP's proposition, only seems to consider the issue from the dominant faction's point of view. It is all nice to force them to defend BOs, but doing the same with the weaker faction is a bad idea since it will discourage even trying to capture a point - if the zerg notices it, they can easily go there and recapture anytime, and that likely means not even any kills for the weaker force if the AAO is too great.th3gatekeeper wrote:Id like to weigh in on this and I think the OP is onto something but I would propose an alternate to his solution...
Removing the rewards from taking neutral or undefended BOs has one very big problem, specifically this: Open RvR always starts with the so-called PvE. The number of players varies during the day, and no matter how interesting, eventually even the longest-lasting fight will end and players will leave. What would new players logging in go into the lakes for if they know they don't gain anything at all in there? There is no guarantee that there will be enemies. This is not a scenario that won't start until it has enough players and then it's locked both for the players involved and those not. Exactly because of its OPEN nature does it need to have some incentive (meaning reward) for players to get in there even if there is no fighting.
That is also relevant to the Flight Master proposition, the incentive to do things. This is, ultimately, a GAME. People play it to have fun; and not only that, but there are a large number of other games out there, and basically infinite other activities one can do for entertainment. This is the reason why in games, you must be very careful in the carrot-and-stick motivation with the stick types. If you are too harsh with it, people will not do what you try to force them to do. They will just lose interest and eventually leave to do something else instead. Small amounts of stick can work, mostly by adding requirements to obtaining rewards. But greatly inconveniencing players will likely just lower the player population.