Ok, finally read your list and I agree with... well, most of it. Its actually quite a long laundry list, so that's a lot of time and money that I'm not so sure they'll want to spend on revamping a minor part of their game. Keep in mind that this development team appears to cater to the Elder Scrolls players, rather than the general MMOG crowd, much less the siege warfare crowd. Until that mentality changes, I don't see a lot else getting much funding. I've said that was a mistake in the past and given the declining state of the game, I still believe it to be true. Single player games do not transition well into multiple player persistent world games. Its a completely different type of player base.
Anyway... two points I want to focus on:
Supply Line: The marquee of their design was supposed to be the transit system. Its rendered completely moot by their lack of respawn radius control, so it allows the team who can death train the most players, to win the fight. Putting a respawn radius on forward camps and keeps will go a long way to fixing the original design intent of the transit lines, so IMO that's priority #1.
(there's some enhancements that I'd suggest as well, but I'd consider just getting that done a win, so will keep it simple for now)
Emperor: It was a nice idea that didn't work out that well, For some reason developers always underestimate a determined player's desire to have an "I Win Button". Its not like they didn't run into this exact same mentality during DAoC... that's where we first coined the term "the I Win Button". Theorycrafting is a way of life for these people, especially when it comes to Player versus Player.
Personally, I'd get rid of it. The system is just too exploitable and there is no reason to give any player(s) a state of "god-mode" that is not obtainable by others. I understand that its actually a bunch of different blocks, that when correctly stacked, is what creates this tate of "god-mode", but that actually just supports my point.
Maybe change it to something more realm-wide, more like the Bloodlust buff in GW2 that requires a strategic capture and hold. Make it an NPC Emperor, more or less. They can easily fit it into the lore as well as implement it into the new Imperial City.
Rough ideas and off of the cuff, but those are the primary points of where I'd start. Other suggestions would be dependent on whether or not they intend to overhaul the design, or just buff and polish what they have. Also how willing to listen to ~60,000 hours of siege warfare game play and take suggestions into serious consideration.
Of course, like I've said, I am available and I will come cheap.
» Edited on: 2014-09-29 12:26:17