Gameplay Design Rants (tm) - Analisys of successful examples

Hello fellow players!
As a sign of joy and renewed expectations toward Salem development, I would like to start a series of (if I survive the first, granted
) threads about design aspects of the game, mainly in comparison with titles that in my, and yours, perspective "did it right".
What I mean by "about design aspects" is that I won't be saying things like "I would like to see the addition of X item to the game", or try to label a specific aspect or mechanic based on what I would "like" or "dislike", but I would rather have this thread centered on a discussion about the implication of design principles and how are they applyed / implemented in this and other games.
Also I know this may be viewed as a futile exercise in words since the devs are not in any way tied to anything we write here... but hey, this is a forum, it's made for words.
Chapter one - Area Control in Salem compared to <type here> game
Yes I'm biased. I've had the most rewarding pvp experiences of my life while playing EVE Online. Yes, I know, It's in space... in the future... on spaceships. However I will be trying to extract design principles from EVE Online PVP experience, analise them, and discuss a possible adaptation to Salem (and mainly for the lols).
Why EVE Online? I like <type here> game's Aera Control system the best!
Then let us know why!
For the ones that are not familiar with the title, EVE Online has a map that is composed of Systems linked together by Gates. The only way to go from System A to System B is to follow a path of Gates going from System to System OR use end-game technology and skills to open a temporary portal from Spaceship A to Spaceship B (granted you managed to get the really expensive spaceship B inside an enemy system).
Tell us your point...
The point is strategy, and the time needed to react to a plan. In EVE you can, and do, very well know the position and extent of the area controlled by the different factions, but that won't be sufficient (as mostly is in Salem) to pillage and destroy them. Why? Because Gates. You have to pass through Gates first and that in time means that you have to pass through certain systems in order to reach the main base of your enemy. Traveling through said Gates takes time, and alert scouts will certainly see you coming through, knowing the path you have to follow. That gives the defending party some time to organize a defense strategy, also slightly (but just slightly) mitigating the power of infiltrated agents.
That's dumb isn't it? Salem can't have pockets of land linked by limited gateways
True. But bear with me a little longer... Let's extract the design concept from that:
Is it possible to implement this principle in Salems setting? I think it is... Let's say for a moment that when you lay a town claim you do not just get absolute control over the claim area, but also a "Well Balanced (tm)" defense system designed to discourage (not block) hostile trespassers coupled with the ability to have a vantage point for the acquisition of intelligence regarding enemy troups movement.
We can certainly imagine town dwellers building watch towers and small forts in key position around the main village / farms, that let them know of "any" (any detectable) player movement in a certain radius, while also (possibly) shooting at them (or partially draining their biles) from a distance. Then, in order for the attackers to have enough room and time or biles to prepare the required "Siege Equipment (tm)" they will have to attack and destroy those forts and towers first. More fun time destroying things for the attackers, more planning, more incentive toward team play (manning the towers, or being in the vicinity could increase the range/damage or something), more time to log in and defend.
Conclusion
If you got here, and didn't skip the paragraphs after "Hello", thanks for reading!
You earned the right to say how much I am wrong or propose an even superior design approach to Area Control. Also feel free to point out how much better is the design implemeted by other games, or also how much you think Salem already is better than anything else.
Just please... please... if you feel like doing it, let also the reasoning behind your statement be known.
Cheers!
As a sign of joy and renewed expectations toward Salem development, I would like to start a series of (if I survive the first, granted

What I mean by "about design aspects" is that I won't be saying things like "I would like to see the addition of X item to the game", or try to label a specific aspect or mechanic based on what I would "like" or "dislike", but I would rather have this thread centered on a discussion about the implication of design principles and how are they applyed / implemented in this and other games.
Also I know this may be viewed as a futile exercise in words since the devs are not in any way tied to anything we write here... but hey, this is a forum, it's made for words.
Chapter one - Area Control in Salem compared to <type here> game
Yes I'm biased. I've had the most rewarding pvp experiences of my life while playing EVE Online. Yes, I know, It's in space... in the future... on spaceships. However I will be trying to extract design principles from EVE Online PVP experience, analise them, and discuss a possible adaptation to Salem (and mainly for the lols).
Why EVE Online? I like <type here> game's Aera Control system the best!
Then let us know why!
For the ones that are not familiar with the title, EVE Online has a map that is composed of Systems linked together by Gates. The only way to go from System A to System B is to follow a path of Gates going from System to System OR use end-game technology and skills to open a temporary portal from Spaceship A to Spaceship B (granted you managed to get the really expensive spaceship B inside an enemy system).
Tell us your point...
The point is strategy, and the time needed to react to a plan. In EVE you can, and do, very well know the position and extent of the area controlled by the different factions, but that won't be sufficient (as mostly is in Salem) to pillage and destroy them. Why? Because Gates. You have to pass through Gates first and that in time means that you have to pass through certain systems in order to reach the main base of your enemy. Traveling through said Gates takes time, and alert scouts will certainly see you coming through, knowing the path you have to follow. That gives the defending party some time to organize a defense strategy, also slightly (but just slightly) mitigating the power of infiltrated agents.
That's dumb isn't it? Salem can't have pockets of land linked by limited gateways
True. But bear with me a little longer... Let's extract the design concept from that:
The Secondary Objective Principle: In order to conquer Point A, you must first conquer Point B (and C, and...)
Is it possible to implement this principle in Salems setting? I think it is... Let's say for a moment that when you lay a town claim you do not just get absolute control over the claim area, but also a "Well Balanced (tm)" defense system designed to discourage (not block) hostile trespassers coupled with the ability to have a vantage point for the acquisition of intelligence regarding enemy troups movement.
We can certainly imagine town dwellers building watch towers and small forts in key position around the main village / farms, that let them know of "any" (any detectable) player movement in a certain radius, while also (possibly) shooting at them (or partially draining their biles) from a distance. Then, in order for the attackers to have enough room and time or biles to prepare the required "Siege Equipment (tm)" they will have to attack and destroy those forts and towers first. More fun time destroying things for the attackers, more planning, more incentive toward team play (manning the towers, or being in the vicinity could increase the range/damage or something), more time to log in and defend.
Conclusion
If you got here, and didn't skip the paragraphs after "Hello", thanks for reading!

Just please... please... if you feel like doing it, let also the reasoning behind your statement be known.
Cheers!
