Notum wars had a release problem.. yet only a few days, not even a week, after the release date all the land control locations are controled... and most defended increadbly well for that very low, or very higher level. however a person who is dedicated to exploting range, or at low levels just uber twinkieage ^R(Twinkieage is registered slag of Courtney :P) can quickly swamp and take over a base area before a defence can be mounted.

Ah so now some ideas...

1 Have some towers with ranges longer then other towers, this way a modifer tower placed behind a turrent will do whatever it does to whoever is going to be able to get in combat with the turret.

2 if towers cant have extended ranges.. perhaps add a -ranged distance debuff, that will force players to move in closer to the towers where the towers can hit them.. perhaps close enough for overlap of defences. if not this mabe warpable towers who warp like bosses

3 to prevent high level players healing/fight lower level attackers, how about a tower that buffs all towers with "grid high level players" program.. well if they act like a player. like how a burocrat nano resist program works the tower throws out an arua that covers near by towers... now these towers that are protected from that aura shoot out a "Grid people over my range" aura. This way if you have a ql 50 tower, and a group of 60's attack with a level 120 doc healing them... the group of 60's stick around, but the 120 doc who is over the level 50 towers range will be forced into the grid.. not able to heal or help the players untill he runs his nano bunns back to the location of the fight.

this would need a decision made on defence... does it grid only hostile characters, or all characters in cluding thoes in the guild of the defender. i think it should grid the defenders high level characters as well just to be sure they dont power defend but my point of view is questionable.

4 Cloaking device towers, towers that cloak other towers around them so when they dont attack they dont show up on the map to non-guild members so attackers have to guess more.

5 Notum Mines, like chest bombs.. they do huge damage, arnt normaly visable and really supprise people. perhaps have destory themself when used, and kill anyone equal to their ql or lower who steps on them. this would cause some serious damage to attackers while breaking up groups and forceing them to search , sweep and only step where it looks safe

6 for the number of controlers issue and guilds not getting enough... and i know only the largest guilds can aford to control one, perhaps lower the number a guild can control... raise the #of advantages aviable, and raise the x2 the controler level to x3, or x4.. that way guilds only have 1.. or maybe 2 spots instead of 2 or 3 or 4... most of which guilds dont care about other then "we can have a controler that level"

7. split large areas? let there be spots where you can only have 3 or 4 towers... but alot of them so most people wont waste the item to take it, but if they want they could just for an advantage and more people could get bases. after all its a big money sink too. this would save people thoes zones where you could build a base around a lake.. but five sixths of your base doesnt protect anything other then leets