raven41 wrote:Just a side note... I understand your point but it can't really be said about this battle... Because the attacking guild has an OP
A 250 one at that.
Yes, Melinoe owns a q250 op, and to describe here what my views on OPs are (including a fair-sharing approach) would be too long and off-topic. We (well, some) don't know the reason the war was declared, as much as we don't know if Melinoe will simply hand over the OP to another guild or keep it, risking the critics from others (although I would think the first).
That said, in my opinion, there are different playing styles, be IC, OOC, aware of the lore, faction-aware, simple dislike for other players, or Counterstrike-like "I feel like an op war", and I think it is hard to accomodate them all, justified in RP terms as empire expansionism, hoministic utopia, or not justified, all are valid ones.
But my point is, Outposts are a game feature that can be approached in different ways, and this needs to be handled in game, constrained by the rules set up by gameplay mechanics, allowing, of course, players acting as they see fit.. in game... (would I post "oh, Melinoe has 2 ops and does not want to give one"?). If devs wanted Fyrosian guilds to own only fyrosian ops, it would be impossible for a Fyros guild to declare outside the desert. If devs wanted guilds owning one op max, they could easily implement it.
And OOC, the same way I would think of myself, a solo guild, being owner of a q250 op as not justified -- since I would be preventing other guilds from sharing it -- I can understand that if, for example, a land is 4 times more populated than another, there may be players willing to set foot on other regions (region x has 800 players sharing y ops in their "region", while region z has 3 guilds of 2 members each -- exaggeration for dramatic purposes). I can understand, although I can as well disagree.
From a pure game mechanic point of view, owning an OP means being open to attack at anytime, by anyone. Similar, to some extent, to having your PvP tag on.