Key Territories With the way things are at the moment, the game has pretty much turned into a giant TDM. The change to the resource system has effectively destroyed any reason to capture and hold territory, with Tech Plants being the exception. What I propose is not a change to the resource system (I actually prefer this system over the old, except not being able to bank consumables), but a change to region bonuses, which are cumulative with each other and continent lock bonuses. These are: Tech PlantHold 1 Tech Plant and receive -10% to cost of vehiclesHold 2 Tech Plant's and receive -20% to cost of vehiclesHold 3 Tech Plant's and receive -30% to cost of vehiclesBiolabHold 1 Biolab and receive -10% to cost of consumablesHold 2 Biolab's and receive -20% to cost of consumablesHold 3 Biolab's and receive -30% to cost of consumablesAmp StationHold 1 Amp Station and receive -10% to cost of MAX'sHold 2 Amp Stations and receive -20% to cost of MAX'sHold 3 Amp Stations and receive -30% to cost of MAX'sAircraft Staging Facility (Skydocks, Watch Towers, etc)Hold 1 Aircraft Staging Facility and receive -10% to cost of AircraftHold 2 Aircraft Staging Facilities and receive -20% to cost of AircraftHold 3 Aircraft Staging Facilities and receive -30% to cost of AircraftMaximum 30% bonus, regardless of number of ASF's held. Doing this would give strategic value back to the game and actually gives reason to protect these points. It rewards the factions/outfits/platoons that have a clear strategy in mind, as certain assets would be of great importance depending on what they need most. I believe this is a fairer system [than the current system], and it rewards factions for their effort, regardless if they have or have not locked a continent. For me, this makes morse sense than what we currently have. These bonuses are also continent specific, so capturing all 3 Tech Labs on Hossin will provide the 30% bonus to only Hossin, and no other continent. But for all this to work without breaking balance, the continent bonuses would need to be reduced to 20%, so the maximum total bonus any faction can gain is 50%. Continent Locking Bonus While the continent locking system might give the feeling you've achieved something, it does, however, create population and power imbalances. I play on Briggs, and prior to continent locking being put in place, the faction populations were always relatively similar, maybe 4-8% difference between highest-pop faction and lowest-pop faction, even during the early hours of the morning. Now, however, it's not unusual to see one faction with over 45% population, and it's always the population that has locked 2 or more continents (Worst I've seen was 50-30-20 NC-TR-VS). I know of a number of players that only like playing in a team that has an advantage, and they regularly swap to the faction that has the best bonuses. When a faction has -50% vehicle, aircraft and MAX purchases, it creates not only a population imbalance, but also a power imbalance, as the faction with larger pop can zerg everything without regard for resource costs. Reducing the continent bonuses to 20% and implementing the above bonuses would help to remedy this problem. Other Territories I also want to suggest giving new value to other (often seen as less critical) regions, such as Com Arrays, Med Labs, and Laboratories etc. These could take the place of the current bonuses provided by Biolabs, Techplants, and Amp Stations (eg HP regen and Turret Cooldown). Med LabsImproved HP regenerationLaboratoriesImproved Personal Shield regenerationCom ArraysImproved Turret Cooldown Temporary Alliance Alert This alert doesn't have anything to do with locking continents, but is in fact designed to encourage two factions to gang up on the third faction. If you've read everything up until now then you're probably thinking "Hang on, won't this make population imbalances worse?!". Short answer: No. The alert will be done in a way so that the two lower-pop factions are encouraged to attack the larger-pop faction. For example:The VS have 50% of the server population, have locked 3 continents, and control over 65% of the current continent, while the NC and TR each share the remainder of pop/territories. Unfortunately, the NC and TR are mostly ********, and spend the majority of their time fighting each other while the VS takes easy territory from behind (I've seen this happen countless times!). Then a Temporary Alliance Alert kicks in, and the NC and TR are encouraged to try and push the VS back to their warp gate. Now all of a sudden, the NC and TR have given up fighting each other and are now focussing their combined efforts on the VS. They succeed in pushing the VS back to the warpgate, and everyone celebrates. The rewards for participating in this alert would be based on territory captured, and not if you push the target faction back to their warpgate. There are also punishments for capturing your allies territory. So for instance, lets say in the above example the NC capture and hold 12 VS territories, and the TR captureand hold 11 VS territories. They then receive certs for each territory. I don't know what value would be sensible or balanced, but lets say hypothetically it's 5 certs per territory. So the NC are rewarded with 60 Certs and TR rewarded with 55 Certs. But during the alert, some (********) NC players decided to capture 5 TR territories, and as a result, the NC lose 6 Certs per allied territory captured, meaning they lost 30 of the 60 Certs they would have otherwise gained. This takes the final totals for the alert to: NC = 30 Certs , TR = 55 Certs. I know there are people who will strongly disagree with some of what I've posted, but even they would agree that we need better than what we currently have. Please, SOE, give some sort of strategic importance back to each continent.