Omni Territory = Omni Guards
Sorry, but if I ran a mine in a dangerous and contested area I would post guards as well. Though honestly the guards seem to be there mostly to minimize wompa camping. And if it wern't for the dang amenesty nerfing the guards you dang clanners wouldn't be able to hang by the wompa and pop Omni employees as they exited. (And they can.. my guild leader wompaed in and said it was not too bed.. I owmpaed in and some hidden clanner rooted me as I womped in adn then proceded to kill me.. (Since I'm lvl 91 now its just so much fun getting nailed by some lvl 120+ player before I have time to even look around and get a target.) Sure my fellow Omni employees wasted his camping ass but point is that the guards are there for a reason. (too bad amensty FUBARed their function.)
Personally 2HO and even worse MMD are terrible PvP areas. In my opinion a ideal PvP zone would require travel to get to and contain NO 75% or 100% areas except maybe at the zone boundries. The "save" points should be a distance away in 75% zones.
And idealy oh am I moving out into nevernever land here..
The zone should contain maybe 10-20 small outposts w/ no wompa or grid points but include save, reclaim, and bank points. At the start these ouposts would be divided 50% / 50% clan and omni. These outposts would be guarded by the current faction's guards and employees. These outposts could be captued by killing all the guards and activating some heavily guarded terminal. Upon which the guards will change to the opposing faction's guards after about 30 minutes (to allow for re-inforcements.) After a outpost is captured a zone wide message alerting everyone that a outpost has been captured. Outposts that are surrounded by only that side's outposts will be 75% - 100% zones. But outposts with any neighboring outposts held by the opposite faction will switch to 25% zones.