Its not like this is the end all, never going to tweak again, Final RVR Patch lol. Just play and provide good feedback.
Also, just because you cant Pop out of a door and safely pop back in does not mean you cant still make a coordinated push. I cannot, Have you never seen a warband jump off keep walls for a coordinated push?
I am indeed playing and providing good feedback.
Please by all means , set up a warband and see if your point can actually come into fruition with the current system , as a matter of fact , i have led , a coordinated charge to kill ram / secure the defence of the gates many a time , within the Old System . The current one ( and the one amended today ) simply makes defences ( the ones we all know to have little to enough chances of success ) even easier for the Zerg/AAO/Weak Lord combo which will be frequent from now on .
Jumping off walls into the thick of a fight , instead of rushing out from the gate , damages you from the very start of the said Push.
Regarding the Funneling situations , did the changes to artillery damage prove efficient enough to counter that ?
POV : The current system rewards zerging , rather than eliminating it , example (1 day ago): 2 full warbands in Thunder Mountain , 40% aao , Order Keep 0 stars , enemy realm keep 5 stars. Inner sanctum gate fell UNDER 5 mins , Lord UNDER 1 min .
Should the aforementioned scenario taken place within the Old System , the defenders would have a worthy ( even if no bag rolls were given ) chance to save their Realm's Keep.
Regarding Supplies and the "Merry go around" thing , wouldn't it be more appropriate to link supplies directly to the the Bos your realm holds , thus securing that the lakes and the battlefield objectives are been "played"
Regarding Towed Artillery , if i recall correctly during the very first months and up to a later stage of the official game , each keep would have some short of bases ( like in the original tabletop game ) which were bearing the insignia of the realm , a player would place an artillery piece on those platforms in order to spawn siege machinery , not only the current artillery system is time ( essential , strategic time ) consuming , it also lacks certain standards , like efficient (mostly aao ) damage or liberty on targeting ( doors etc ).
I do get and fully support a more "physics-wise" approach to the issued changes ( that would include players blocked from entering or exiting barricated gates ) but the mechanics and the small strategies or strategisms that provide SOME balance at least , are wholly lacking ( even in the official game , do not get me wrong ).
Simply imagining things will work out in "real" ingame situations is far from any so far tested approach.
The above points are strictly POV and thought over , other than that , the project in its entirety is indeed up to your team , that thus far has made significant and respected advancements .
Thank you .