Reddit: http://redd.it/171x6q SOI = spawn beacon prevention SOI gen = generator that powers SOI Rings represent defense perimeters and logistical travel distances. Note that in the right hand diagram, the flow is more linear. Every ring has some sort of option for spec ops to make the fight for the previous/next ring become easier (depending on defensive (next step: creating a plug) or offensive (previous step: removing a plug) perspective). On the left hand side, teleporters are in the control of the outpost owner (thus hardly ever the keep defenders - these are never used by defenders). In the right hand side diagram, the defenders and attackers can use the teleporters to cut logistical distance, once both sides are acquired. Taking either end blocks all traffic through the teleporters. The right hand side has no jumppads from outpost to base. There could be jumppads, but over short distances to get from CY to Wall, or from the CY to the keep ascent level. On the right hand side, the outposts cannot be used to ignore the walls and CY, rather, they form staging grounds to attack the walls and CY, from which the keep will be assaulted. This means that defenders can fight for the CY to protect the keep. Attackers can use Gal Drops to try and bypass the CY defenders. Note the length differences of the wall as well and that on the right hand side the wall is complete, with 1 or 2 less entrances. A smaller CY is easier to defend, especially if attackers can scale them all around. The SCU is right next to the spawn building. Once the SCU gen is down, the SCU can be attacked. If it falls, the spawns lose their shield. Attackers can then stsart using the airpad choke points to their advantage. A single CC is used so both defense can focus on holding or resecuring that and try to seal/plug attack routes at the choke points, while attackers have to keep attack routes open (TP CCs and airpad control). Single Gal Drops and spec ops attacks resecure attempts would become possible once more by breaking through the airpad defense, get to the CC (instant resecure vs timer hold) or getting the SCU up and sealing off teleport routes by capturing either end. The flow of the right hand side diagram should be far more natural (less confusing) and result in clear siege stages that can be walked in both offensive and defensive direction. The role of the Galaxy as a paratroop dropship and Sunderer as gate crasher (get into CY and reach gens, capture teleport C2 to stop ground vehicle acquisition) would increase significantly. The walls should become a lot more used than currently, since defenders require less troops at the actual keep during the CY siege (which makes a gal drop even more viable as less troops would be encountered inside). This also should increase the role of infiltrators as saboteurs and path creators (dome teleport control captures especially). Thoughts/Questions?