This system may not seem perfect to you, but this is the best I can come up with, and so far, nobodies proposed any better systems, only saying no because they want invulnerability, or that it already exists. If there are any better systems to do this, then for the love of god, put them here so we can improve it, and make it a system that everyone can agree on. I'd rather not have to deal with "How about no?" and having to repeat myself.
The biggest problem with your suggestion is that it becomes far too complicated. Sometimes the best solution is a simple approach. I'd love to see bigger factions lose their invulnerable stations as well, but let us instead change it to based on faction points. When a faction reaches "number" of points, they lose invulnerability. When it drops below "number" it regains it.
I state your system is too complicated and give an example of a simple system. I've yet to hear a specific problem with my system
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Current abilities to lose faction points vs upcoming ways to lose faction points.
You remember that the plan involves increased cost to faction points right? Diplomacy, Personal Quests and so forth?
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The need for shops is ultimately limited. Anything a shop can sell, outside of the advanced shops with the shopkeeper, I can build. Considering my system is designed to protect small/new factions I'll be mentioning that larger factions more than a little likely have plenty of resources saved up to be able to withstand a siege effectively. Currently if a large faction were to be shoved into the corner of staying at their home base and they are wise enough to not leave it for a while, can simply hop into SP for testing or into another server till the heat dies down. Name a single person willing to sit outside of a factions home base for several weeks each day for the off chance that someone will log in to undock?
No large factions will be adequately supplied or alternatively have their one miner and all their faction power defending it as it does it's job. You'd have to be lucky to find where they jump to in the first place since you can charge a JD while docked. The argument of inhibitors means that if they can't charge them while docked, they won't be stupid enough to try to fly away to charge them. Then you still have the issue of being at their home base 24/7 to catch them undocking or redocking on any supply runs. Remember that they can jump into their own sector without them pesky invulnerable turrets making a mess of things.
Oh and since none of that station needs shield caps or recs that is room for extra boom.
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Rebalanced Faction Points are a possibility but even then I think that system is a bit of a screwup. With the upcoming features showing the main form of payment is in FPs (already in development by Schine), new players and small factions will be crippled.
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Partially AI controlled fleets are an upcoming feature but the issue is still the fact that 90% of a faction's fleet power can easily be docked and made invulnerable on that single home base. AI fleets, if I understand this right, will be controlled by crew members and crew members will be receiving skills/experience which will boost their effectiveness. You won't be having your best out in the black, they'll be on your flagships/warships which again will be invulnerable 99% of the time. AI fleets don't have to be made of throw away ships but the majority of them will be mass produced and feasibly easily overtaken by a player's personal ships.
Yes, you could give that Bobby AI the flagship and it could manage to take out other peoples personal cruisers and the like but until we know more about the additional commands fleet AI will bring I'm going to assume most will be drones, fighters, carriers (maybe) and escorts and they'll be mass produced using cheap(er) materials.