All my comments are for the flatfile database. I have no experience with running an SQL campaign. Perhaps Bonk will weigh in with addition SQL abilities.
So here is my idea/question -- does the database allow you to determine what planet hexes have changed hands? Not just at the end of the nightly cycle but say during the day?
No, it doesn't. The database simply does not store that data. HOWEVER! The logfile (a text file that is created as the game is run) does record where battles have been fought. We have had web maps that read this file and shade the various hexes based upon how many battles had been fought there in the last 12 hours. This data is useful for planning strategy, but is not accessible in-game nor is it useable by the game engine.
I think that in a territory/pvp war two things should happen...
First off as Hexx is proposing for one of his upcoming servers -- Limited OOB ships that once they are taken out are NOT subject to being replaced (well I guess unless they factor in shiprate production)
I agree this is a good idea. Create a number of accounts before the game begins and fill them with ships that the yard will not produce. Once they are gone, they are gone.
Secondly -- map issues -- what I would like to see and I know the game can't do it so it would have to be manual for the admins.. is planet hexes that change hands loose part of their econ value (permanently) every single time they change hands. Think of it this way -- A key planet is attacked many times and changes hands over the course of a server many times -- each of those battles would lower the economic production of the planet as the production facilities become damaged.
By the end of a server you may wind up with scorched planets -- and deep strikes (esp with no retreat allowed) become worth looking at in terms of economic instruments of war -- GO CHUTT GO
It's a good idea, and worth a try. I had the concept of Raids in Economic War, which would zero out a planet's economy for a number of days, but no raids were conducted. I probably made the concept to hard to use. If I do it again, I'll probably just say that you can pillage any planet you currently own; getting an economic payoff added to your daily total but reducing the economic value of the planet to zero for a number of days.
Federation and Empire uses this concept in a limited format. In order to conquer a system, you must both destroy all it defenses and devastate it. Devastation reduces the economic value of a planet to half. (There is no need to devastate a devastated planet to retake it.) The catch is that if the original owner ever retakes the system, they can invest in its infrastructure and return its economic value to full. A conquering power, however, cannot do this and must get by with half value.
-S'Cipio