What would really help is if there was a clearer and more predictable distinction between POBs that are predestined to be cannon fodder, and those that will stay and create long term concentrated activity which encourages player interactions and high quality lore/rp.
Now people start pobs as a half-arsed project planted in the middle of no where so nobody finds them, they grow and suck time and effort out of the player so they get more and more attached to them, and then a bunch of goons show up and kick it and its builder into the dirt laughing all the louder the more the builder cries.
The rules, laws, and guidelines need to be adapted and made more transparent so this happens less. For example like this and this.
But the people who have the power to do it refuse to even start a conversation about it.
on HHC server we had clanbases for each clan. It had a limited but gigantic health pool. Meaning it would take you about 1-2 hours of nonstop shooting it in a VHF to destroy it. Most of the time we would use capital ships( 1 osiris battleship per clan) and liberty siege cruisers to take them down. Then once the health goes to 0, you cannot dock on them,and they come back to life after an hour or so. And ofcourse they never die unless the clan goes inactive or unofficial.
I think you could integrate this ideea into the POB scheme. I love mining and trading, but since wesker destroyed all POBs in rheinland I have no motivation to do it anymore because you cannot mine in the absence of POBs.
Make POBs harder to destroy, while at the same time allowing them to be open to attacks. They should also experience some penalties if they are "destroyed" in a round...I dont know what, im just giving you guys a suggestion.
Please take this into consideration and apply it asap, while you still have time and the server population to warrant this.
If any of you wants to contact me,add me on skype and I'll speak to you.
lungustefan123