mrshad wrote:I would posit that is corelates more closely with preventing the establishment of a beach head, as the spawn points and TP give the aggressor the chance to stage an attack.
If the spawn points were places where players that could not again join the battle showed up, then I could see the hospital simile.
If an aggressor force has already show thier biligerance by delclairing war and attacking an outpost, do you really think they would have any second thoughts about sieging a spawn point?
Hrm..This gives me a thought about PvP fights.
Still against them, understand, as they cause more problems than they solve, but there may be a way to limit their impact on those of us that don't want them around, while still providing a valuable use for those that do, as well as a decisive outcome.
You will be able to be flagged PvP/non-PvP, as I understand it, therefore, the server knows of your intentions, at least in the most general sense.
When entering a zone, the system window tells you what area you have entered, so the server also knows your location.
How about, if you are forced to respawn (ie. did not get rezzed) while flagged PvP, you automatically respawn at some neutral location, such as your races capital, or, better yet, the city in which your guild has it's guild-hall. For a given period of time (1-2 hours) the area in which you were killed is off-limits to you. TP tickets for that area are greyed out (like a used aura), and portals to those locales do not function for you.
This way, those that win a fight in a PvP area will be able to accomplish their goals as a reward for victory, whether it be the digging of a super-node, or hunting rights, or simply trying to get new members to a new land.
It would also eliminate the possibility of repeatedly killing people at the re-spawn point, while they are helpless.