I am quite mitigated about this honestly. The changes seem apparently very nice, like they seemed before Inferno. They also seem to take the exact same route with extremely complicated and convoluted rules, and the more complex the rules, the higher the probability for things to get completely out of control like they did. I find this new extensive and very rigid kind of design trend they seem to use now quite dangerous, like a double-edged sword.
Another question : how do we upgrade the general tier of the warzone ? By upgrading systems ? How many need to be upgraded for the tier to go up ? Or by capturing systems ? How many need to be captured ?
Otherwise it seems quite good overall.
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However I am even more unsatisfied with plex changes. Some of them don't make any sense to me.
* Capture beacon location: first, we want to move the capture beacon closer to the room entrance (0-10km instead of 60-70km) to promote fights next to the acceleration gate exit point and being able to intercept incoming hostiles more easily.
I think it is better, but will also favor blobs entering the plex. Farewell to baiting tactics to catch a lonely prey inside. But I think it is still better that way though. It encourages people to fight, which is the most important.
* Increase contested range: at the moment an hostile pilot will only contest a capture timer if he is within capture range (whose reach varies depending on the point above). We want to move the contested area to the whole complex range, which would mean as long as hostile pilot is within your room the capture timer would be paused.
That sounds unrealistic. There was a whole strategic dimension with the old system where you actually had to be on the beacon to make it run AND to pause it if someone else is also here. It allowed people to stay in the plex and continue to harass the people running the timer even in lower numbers where they had to remain out of range. For example it was not uncommon to see people in stabbers unable to engage a bigger fleet around the timer but harassing them nevertheless. Or groups of long range ships unable to go fight at the timer because of the enemy superiority, but still able to harass them and shoot at them. Now, they can still do that, but the fleet at the timer has to kill them to run their timer...
Which sounds utterly stupid in regards to all the exploits that will inevitably happen : what prevent a lonely nanofit frigate or any costless shit to move around on the grid at full speed just to prevent the people to run the timer, while saying "trolololol you can't catch me you can't run your stupid timer" in local ?
Or even better, I can already see people in cloaked ships sitting somewhere in the plex and preventing it to be run because CCP somehow forgot about that case and did not forbid it, and people waiting for the next patch a few
months years later to get that fixed.
Complex size and name changes: current complex sizes are confusing as some major sites have no acceleration gates, while others do. Plan is to revamp sites to 4 sizes: rookie (only tech 1 frigates allowed, no navy, pirate or tech 2 variant), small (all small ships, including navy, pirate and tech 2 variants - essentially all frigates and destroyers), medium (all cruisers, including navy, pirate and tech 2 variants - battlecruiser variants are not allowed) and large (unrestricted access).
Really good idea, except for the medium and large ones : why would people bring BCs in large ones when they can bring BSes, and why would people bring T1 cruisers in medium ones when they can bring faction/T2 ones ?