I'll start by saying that attacking an HQ is a skill with a learning curve. Given that for a long period of time there was a boycott, many players have either never learned this skill or at least become rusty. I read a log of one of the attacks that Gremlin24 is talking about and it seems obvious that this is one of the problems with the attacking group.
Gremlin24 wrote:
My solution, and I'll probably get a little bit of hate for this, is to maybe make it to where if players of cable X are on, if they are killed it gives a few ticks of weakness to one or both guardians. Beef up the guardians to be hard to kill, but make it more because they are slow to go down, not shredding groups.
I can agree with this somewhat.
Gremlin24 wrote:
Maybe even gear the guardian NPCs to account for allies online as well. Yet, unless I am horribly wrong (which could be true), we end up with the same number of guard NPCs as if there was only one member online.
Here, you are in fact horribly wrong. The system already factors in any allies that show up to help the defenders.
Gremlin24 wrote:
Also, though I'm not purposely making this epic post any longer, I've always thought the outer guardian should be harder than the inner. I know many will disagree with this, but once you are in you should have it pretty much taken care of aside from any guards.
I disagree. The outer guardian is more of a speed bump than a serious challenge. Any party of 3-4 players should be able to take him out. The HQ is a safer area, but not absolutely safe. Making the outer guardian harder would just serve to make the HQ safer.