Whenever a balance change or a gameplay change gets suggested like this, I always run it through a few questions.
A) How difficult would this feature be to implement?
B) Is there a different approach that would solve the same problems, yet be easier to implement?
C) Are there any other foreseeable problems that this would introduce that are similar to the reasons for implementing it?
Ultimately I feel like while Trosis' original points:
Trosis wrote:
Why is it needed?
PvP and Tribunal Warfare, in it's current form, only consists of killing law NPCs and ganking PC's.
Most PvP occurs in cities and quite a few kills are 'cheap ganks' that lead to jloots.
The side with the greater numbers online at any given time have the upper hand.
It's grown stagnant.
are valid, I think that his suggested change is way too difficult to implement, and on top of that doesn't provide a solution to most of the problems that it's supposed to solve. I also think there are other much simpler approaches that would solve most of those problems better.
The two facts that most PvP and tribunal warfare consists of spam-killing NPCs and/or looking for cheap ganks are the worst current offenders of city-based PvP in my book. The fact that the side with the greater numbers online at any given time have the upper hand is simply the nature of the game, and I'm not sure that it's worth even classifying as a "problem" because that seems to imply that people logging onto the game is a bad thing.
We've already seen in the history of SK an example of how adding in NPCs to allow for some way to "win" for a side merely led to the game losing flavor and becoming stale, and that's CRS.
I've already suggested, multiple times, approaches that would remove the spam-killing of NPCs and also provide much more safety to PCs than is currently provided. Simply put, it would involve removing all gate targets from within capital cities, making inns no-transport while placing a small bastion of true-seeing law NPCs between the inn and the nearest transport room, and equalizing all gate guards to be groups that would typically require 2-3 people to beat, being costly if not impossible to assail solo without expending a lot of resources doing so. It would also require removing bounty NPCs so that once you actually broke the gate guards of a city it really meant something, as opposed to right now where you have to roll a Harlequin if you want to have a prayer of tracking down someone in a city once you get outlawed.
The fact that there are still gate targets within 3-4 rooms of the capital city inn with no guard NPCs in between them in 2 of the 3 major cities means that even if every single one of your enemies on the who list is banished, you're still offered very little safety all in the most heavily trafficked areas of the capital cities. That's completely backwards. If someone wants to attack you while you're in a city, they should have to go through the gate to do so, giving some reasonable timeframe to prepare and respond with a defense.
I remember the days back when there were no bounty NPCs. I joined the Peacekeepers and even led them on my first character, and I saw a lot more engaging PK back then than I do now, because now bounty NPCs place you at such a ridiculous disadvantage when attacking that most people don't view it as worth attacking a city unless you grossly outnumber your enemy.