I couldn't find another av improving thread so i made one myself, if there is - please tell me or directly move the post there.
Some general suggestions from my point of view :
1. Every time someone loots a part - armors/bloods - they are auto turned in , no need to run back to base.
Face it , even if you bother looting , you cannot expect a 20 ppl to heart back and turn in while the enemy is beating your now reduced offence.
Of course such huge change will require a increase in numbers for the returned parts because,
otherwise once people build a habit to loot - the upgrades will skyrocket.
2. Lower the strength of ice elemental/tree and let it be summoned auto in the middle of the map
once enough turn-ins are made. Also you should be able to summon it more than once.
They are great addition to the games and so on , but the simple fact that even if you bother to return the
parts - the druids/shamans have to walk all the path from the base to midfield without agroing on anything
(if they can do that then its already win game anyway) .
3. Base improvements :
Horde base path from the front gates does not turn to the right , it goes straight into our base
with a big slope , towers spread a bit to the sides and you have to run that slope under the archers fire.
Horde shopkeepers are near that slope. Every base has a stealth/invis detecting mobs (we have wolfes
but they aren't commonly seen patrolling into the base).
Suggestions for dwarf detecting mob ? Some sort of engineering alarm bots moving around ?

Both things in proximity range should make you visible to archers/players but not unstealth you unless you get hit - if
archers are busy and no player targets you - you should be still able to cheap shot/ambush attacks if you are in offence group.
With enough stealth/invis detecting there will be no "omagad entire base caped by a single druid).
Archers to the back of the structures shoot up to the flag (only to the flag , if you get behind it -
you don't get shoot) - just like alliance bunkers are now.
Bunker/Tower archers can shoot inside the towers/bunkers and both towers and bunkers cannot be
marked for capture until all archers are down.
4.You can not capture things in the base unless you have already marked at least one of the two tower/bunkers (not destroyed but marked).
5. The av trinket item is no longer a trinket or its stats are updated or the medallion of the horde works like the av trinket in av -
I rarely see people even put it on because its lowering their fighting power.
It is a reward for rep in av from the av queue mob , otherwise not many players knows it even exists –
at the moment you need to go to tarrens mill and talk with a mob without question mark on his head – its a lvl 60 quest after all.
6. Mines are too damn easy caped by a single rogue/druid , some detecting mobs that can be killed but requre a bit of timing/cooldowns usage to kill or bypass ?
7. The flying things - silidore/mulverik etc should fly in he sky without requiring a person to get down to our base , turn in a lot of things and run up the map putting a beacon.
Of course their strength should be lowered , but at the same time let them be spawned many times - as a active defence after all.
8. Mounts are prohibited in the field of strife and inside the bases - you want a pvp right ? Not a flying
cowards moving with supersonic speed through the battlefield so they can pve once more

This involves making two entrances for IB gy and SH chockepoints - i.e. no more choke points ,
you shouldn't be running through enemy , you should be pushing to kill them , having two ways to go close
them is a way to start - defence respawn faster than offence anyway so it will be equaly hard/easy for both sides.
9. 20 players start in the cave , 20 players start in the base.
Both bases need defence – at least 2-3 from these 20 will stay in base.
Couldn't come up with anything more right now
