I'd like to see RnR costs thrust back upon the Faction's, but Factions need to have limited resources for financing the RnR for players in the faction. Combat loses(mech, not necessarily match), affects on logistics(to come), connections to supply links, should all influence how quickly a faction's ability to pay for RnR is depleted for an area. In doing so, we would ideally see combat loses eventually impair the ability for players to wage war at max efficiency due to decreased drop tonnage limits, increased re-spawn times to the possible worst case scenerios of not being able to initiate attacks or calls to defense.
The faction resources can be managed as a greater faction resource account(Clan/IS) or sub-factions with each IS house and Clan tribe having rid resources managed and affected separately.
One important feature will be minimizing griefing/wasting resources...maybe personal tonnage restrictions or increased re spawn times based on excessivly poor performance. Like being AFK too much, sucicide dashes out of bounds or into the enemy, etc
Edited by CocoaJin, 17 November 2014 - 12:05 PM.