In the interest of making wars more strategically interesting, balanced, and perhaps friendlier to more playstyles, I'd like to present a Region War (very optional) system for large wars where:
The war is fought between multiple claims, maybe from 2v2s to 5v5s (and allowing asymmetric claim numbers on each side, preferably custom-assigned as an option instead of always using Lands nations)
Some sort of system like objective mobs (see loka) or zone control (KotH style) where numbers are important, but not all-deciding, is used to gain points in each city
During the war teleportation is disabled for all citizens of the warring claims. Additionally, nether travel is disabled, and (if possible) the /pp (pet pickup) command and the horse eggs it creates.
How should this feature interact with players?
Portal travel and teleport commands like /home, /la spawn, etc. can be disabled through APIs (as well as pet pickup maybe?) or through Spigot. /spawn and /wild are trickier to disable but if wanted can be put on a large cooldown, 20 minutes or more, or simply disabled.
Horse eggs should be frozen during the war; right clicking them on the ground spawns nothing and keeps the item in the player's inventory.
A limit on concurrent capture or zone control points, if they are used, should be instituted, and if possible, a minimum amount of attacking players in the capture area should be necessary to initially place one down. These limits would ideally be toggleable with the scale or exact nature of the war (i.e, for specific RP war conditions).
Further details
This creates a system where not only numbers are important but how, where and when they are assigned. Strategic complexities unfold from limiting travel in this way: horses are important and therefore killing the enemy team's horses can be managed; existing infrastructure like speed roads and ice boatways are crucial to quickly transport forces, ambushes can be arranged there, and so on. The idea of defeat in detail becomes more possible. To make impact desirably high, the warring cities can be quite far apart to make travel times considerable, and therefore ideas like reserve forces and scouts/skirmishers viable.
Some less abstract benefits would be making returning to battle harder after a death; this could be combined with a death cooldown or limited lives system to emphasize this, and be a viable alternative (if desired) to kill points as a consequence for death in a war.
I've thought considerably about this, so just ask me here or somewhere else (I'm darkbeing07) if you need clarification or have comments. Also, if this idea is rejected, I would still recommend implementing functionality for flexible multi-claim wars and perhaps the TP limitation, as they may be useful in other areas.
Region Functionality
In the interest of making wars more strategically interesting, balanced, and perhaps friendlier to more playstyles, I'd like to present a Region War (very optional) system for large wars where:
How should this feature interact with players?
Portal travel and teleport commands like /home, /la spawn, etc. can be disabled through APIs (as well as pet pickup maybe?) or through Spigot. /spawn and /wild are trickier to disable but if wanted can be put on a large cooldown, 20 minutes or more, or simply disabled.
Horse eggs should be frozen during the war; right clicking them on the ground spawns nothing and keeps the item in the player's inventory.
A limit on concurrent capture or zone control points, if they are used, should be instituted, and if possible, a minimum amount of attacking players in the capture area should be necessary to initially place one down. These limits would ideally be toggleable with the scale or exact nature of the war (i.e, for specific RP war conditions).
Further details
This creates a system where not only numbers are important but how, where and when they are assigned. Strategic complexities unfold from limiting travel in this way: horses are important and therefore killing the enemy team's horses can be managed; existing infrastructure like speed roads and ice boatways are crucial to quickly transport forces, ambushes can be arranged there, and so on. The idea of defeat in detail becomes more possible. To make impact desirably high, the warring cities can be quite far apart to make travel times considerable, and therefore ideas like reserve forces and scouts/skirmishers viable. Some less abstract benefits would be making returning to battle harder after a death; this could be combined with a death cooldown or limited lives system to emphasize this, and be a viable alternative (if desired) to kill points as a consequence for death in a war. I've thought considerably about this, so just ask me here or somewhere else (I'm darkbeing07) if you need clarification or have comments. Also, if this idea is rejected, I would still recommend implementing functionality for flexible multi-claim wars and perhaps the TP limitation, as they may be useful in other areas.