I have a sandbox pvp mmo where I'm trying to model some of the elements of Eve online that I like. Overall the gameplay is a mix of Eve and say GW2. Much of the functionality is already playable, running on live servers, it's not just in the design phase.
So one of the key tactical elements in Eve is stargates that act as chokepoints, and I've been trying to think of something similiar to put in the game. Practically speaking it's not really possible to have different parts of the map that only have a couple of narrow access points, it's a huge open world that is procedurally generated then hand tweaked. Hand crafting a world this size just isn't practical for an indie studio, so we had to take a compromise route.
I was thinking that I can apply specific access points for trade via roads, which is kind of the angle I'm going with now. I have npc cities and player run cities, and the general idea is you have to transport your goods from your player run city to an npc city to be able to sell to players outside your guild. To transport your goods you have to stay on a road. If you are on a road you can carry a lot of weight, if you go off, you become extremely encumbered. To make things more interesting I was going to put a couple of watch towers on the road between every player run city and the npc cities, and watch towers are also player controlled. So if you own the watch towers, you effectively control the trade along that road (opposing factions will get easily killed if they don't bypass the watch tower, and you can't do that if carrying a lot of stuff).
Anyone have other ideas on this?