WvWvW is currently flawed. It favors the zerg mentality which comes with stacking, map hopping and server population imbalances. I had posted some of this previously but I want to put it all together for some discussion.
The major change here is an added set of maps. The maps would then radiate outwards from the center, which is the Eternal Battlegrounds, to the current Borderland maps and finally to a new set called the Homelands. There are no direct paths or portals to the Homeland maps. Some other changes on all maps would be moving towers/keeps further apart so that a trebuchet cannot reach between them.
Structural changes would include the following. Wall design is changed so that defensive siege cannot be targeted by AOE from the base of the walls. Defensive siege should be taken out by offensive siege. The openings at the tops of gates should be closed off. Terrain should be changed to allow more choke points. The new design of the BL maps is a good start on this.
Stonemist Castle should be set up on a mesa in the center. If designed properly the Castle would be in the center and trebs should be able to reach close to but not all the way to the edges of the mesa allowing spots for attacking siege to be placed. The rest of this mesa is a flat, barren plain. An open killing field. However supply to SM would be ferried along treacherous Goat Paths from camps below, making guarding those supply lines critical.
So how would it all work? The current Borderland maps would act as gateways to both EB and the new Homelands. At each gate would be an outpost which has to be upgraded. Each upgrade tier would allow a server to take more people into either opposing Homeland maps or the Eternal Battleground. At the onset, small forces from each server would be allowed to cross with subsequent upgrades allowing more. Example.
Initially the Outpost would be scouting outposts allowing each server to take 10 people across the borders. The first upgrade would move it up to a Skirmish outpost, the second to a Battle Outpost and the fourth to a Command center. Command centers would allow a server to take a full compliment of people into the next zone. Homelands are the opposite. The Home team is allowed full map compliment in their Homelands from the beginning.
Supply then becomes the key. No supply is allowed to be transported via a person between maps. It is removed upon map change. Since the Outposts essentially exist on both sides of a border, the supply in those outposts is built from camps on either side and unless you own a camp in the BL or HL you are going into to the Outposts would be the only place to resupply from. Supply lines would have to be guarded if your team wants to expand their holdings.
What does this all accomplish? It slows down the “reset” night zerg map hopping mentality. Homelands are allowed space and time to build up defense before facing massive numbers of attackers. This would help smaller servers as they could concentrate on their priorities. The current Bloodlust in the Borderlands would remain but the Homelands would have an opposing buff. If a server manages to take all the Borderland Bloodlust buffs and move into an opposing Homeland, that buff would be negated by a Homeland buff. The Homeland buff would be negated in turn as the Home team loses camps/towers and keeps.
Tower/keep flipping is slowed down as siege will have to be built to take out siege. As supply cannot be ferried across border points golems and siege cannot be dropped and instantly built unless Outposts have the ability to resupply your forces. Upgrades in Homelands are more critical as they will grant your team the HL buff. The more upgraded your HL is the higher the buff.
So this is all of course, my opinion and ideas on how I would like to see things changed. I highly doubt if it will be welcomed by everyone but it would make for more strategically thought out battles, with forces being spread out a little bit more across more maps and be in the end a bit more realistic.