This is a proposal of system conquer logic for CF2...
the best way to conquer a system is to have the following logic...
Every clan is registered as a faction on the server.( that is not very difficult to put in ... there are lots of tutorial on how to do that.)
You declare a system rep with a player .. meaning each clan has their own faction rep in their owned system.
Then in the flhook you can see the details of the player that was just killed ( already in - for rep and such)
If a player kills another player, the winner gains a rep point with the faction that owns the system where the kill took place. ( Already rep upgrade with kills in FL)
This means that if an SA is killed inside O3, they loose rep points with the SA faction and after loosing enough rep points, they cannot dock at their system bases any more.
But if they kill enemy players inside O3 - they gain rep points with SA again, and after enough kills, will gain back their bases...
This also counts for all NPC factions and system, and this means that the most active clans has the chance of gaining the most rep points on the system.
This will also force mutli clan and multi player cooperation to firstly - HOLD ON to what you have and then secondly, influence and take over other parts of the system.
You don't play the server- you loose your systems and spots .. and have to WORK hard to get it back...
Makes for much interesting server dynamics
UPDATE - A player has suggested that destroying a base in a clan system will gain the system.. This is not something I think should be true .. the current engine ( i believe) works that if you destroy a base, you LOOSE rep points with that base faction. This is good til lthe next server reset to deny a clan or faction access to their own bases - maybe where stores and replenishments are kept, but it will make it that much harder to 'occupy' the system if you loose rep points by destroying the structures.
Kind Regards