I can't remember how MIR2 wars worked. Was it clear out the palace from all oposing guild members? Surely this would again mean that only the last 10 minutes matters.
If it goes by how long you can defend and hold the Sabuk Lord, at least it's a big test for each guild. If the defending guild can hold for more than 30 minutes, they win. They are 100% the strongest guild and would deserve the wall.
mir2 you had to break a hole in the castle walls to be able to enter the palace, then you had to clear out the holding guild in palace. Problem was firewall spam all around the palace and flamefield spam as people entered the palace, that would be just as bad on here with tempest spam.
Several ideas where put forward during the alpha, but it seems if the idea doesn't come from Jamie or Shane then it will never make it in.
Atleast in the original mir3 SW you had to clear people away from the flag and not just a run and click. If you was the holding guild you respawned inside the castle, defending allies spawned in the camp above SW, attackers at the bottom left and their allies/neutrals in the bottom right camps. The camps where not safezones so were open to being killed on respawn - but this can be changed to be a sz during war only.
SW can be made so much more interesting.
Points based system based on the following.
1. Flag in the middle - who ever holds the flag gains 10 points per minute. Capturing the flag from the enemy team = 50 points. To capture the flag you must be stood next to it, and no defending players (pets dont count as defending players) stood within a 5x5 area (2 spaces either side). If you are dragon repulsing, you are unable to click the flag
2. 1 point per kill when killing the enemy team.
3. Allow alliances - friendly guilds will then contribute to the points scoring for the attackers/defenders. Neutral guilds will not.
4. Repoint the safezones/respawn points as above. Add in a storage/pot/essentials npc in each camp so people can restock supplies there
5. Optional - sub objectives, some additional flags/pillars within SW, that when captured give a 5minute buff to the capturing team (1 gives 20dc/mc/sc, 1 gives 100hp/mp, 1 gives 2 ADV per element). Maybe have it so you get 2points per minute for holding and 10points for capturing - spreads the fight out rather than camping just the flag.
Whoever has the most points after an hour wins or if a guild has a 500 point lead they will win. Can then also generate kill/death stats. MVP for points gained, ie kills/captures