Lol.... Every bigger gang (if it would be in 2238) can abuse it. For example: Chosen Solders takes Klamath, then to my alternative base I added some crafters (for example this 8 number ;p), next 8 people click to take city, rest of team is protecting city (example 6) aaand?
Not with this:
Well, solution to abusable part of A) could be to make faction allies work properly ingame,
1)remove the green tagging of faction players (If you green tag one player you would only give karma to him maybe, not make him green, but thats diffrent topic).
2)The only way to green your allies would be to set them as allies in faction terminal, also would enable the factions to guard eachother towns and make militia act towards them as allies.
3)If a non-allied character attacks another player in unguarded city the militia should attack him (they should try to keep order in town to some extent right?) at least if the shooting player OR the victim is in militias FOV. Therefore, if non-set allies try to help defend a town, they will get attacked by militia.
4)A limit towards non-allied faction members in town control zone while taking a town could also be in place.
5)The Faction and its allies are counted as ONE towards the amount of players needed to capture a town (5 players for one town, 20-35 for sixth). If first faction has no town, and second has one and they are allied, the first faction will need 8-10 players/allies to take a town.
6)Now, if one big faction makes a second faction that is non-allied towards their first faction, then its gonna get easly outplayed as they cannot be logged on to two towns at the same time, and cant protect two towns at the same time without reloggin.
7)Adding an ally to the faction should result in unability to remove them for next few days (or other set time), the same with removing, when removing you should not be able to add them after few days again.