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First of all homepage says 500 in PvP. I am not sure exactly what is meant by that, but if it is 500 in sieging isnt that a a few to many?
To mention a few examples I think AoC during its development started out with 200 (if I remember correct) and later that was changed to 1 or or 2 raids of 24 on each side, which seemed to work very well. (One got the feeling of a big battle and at the same time felt that each player had an impact on the outcome, and not only getting zerged.)
TESO has a lot on each side and it is hard to get a feeling that each contributes, and you get downed very quickly.
RvR versus GvG.
Having now played both those aforementioned games I am leaning towards GvG as a better model than RvR. Possibly in CU RvR is the best way to go about it, but from what I have seen in TESO, RvR has some weknesses. For instance groups just roaming around in PvP zones attacking Keeps and not defending them because the guilds feel that they don't own them and have not used resources on buidling it etc. Also the guild effort is somewhat missing from RvR games. Anyway I think AoC works better than TESO when it comes to this. How can CU make guilds stronger and incorporate things to do (crafting etc.) for the guild effort?
Resources and the rts element in CU
I have not found anything about the fight over resouces in CU, but can guilds expect auto influx of materials which again can be used to craft gear, build/upgrade Keeps etc by controlling areas where there are mines, lumber etc.? (think Arathi Basin in WoW if you actually would get to keep the materials your faction got from the game, or the materials from mines etc. around the Keeps in Border Kingdoms in AoC).