Intrusion 3.0
The old:
The great thing about the original system was massive fights that required people to attend to win.
The bad thing about it was the all or nothing of it. At this point stations were considered fairly meh to own as you couldn't lock people out and it was just based upon station income.
The new:
The great thing about this is you don't have to show up for every sap. Its a gradual process. You also have the ability to lock people out of stations making intrusions more consequential. As people are now recognizing the income from missions this made stations more valuable.
The bad thing about it is it increases the chances for blue balling to epic proportions. With thatr it also reduces the ability to have epic fights.
What I would suggest is mixing the two systems together. Keep station ownership linked to the saps of the current system. Make locking related to the old system. In order to lock a station you would be required to have that station at 100%. This would allow you to see intrusion times for the next 7 days, You would then set a globally advertised locking intrusion that everyone can see with a minimum of 48 hours notice. Upon successful completion of this intrusion your station would lock.
Once a station is locked then no more mini intrusions can take place. It would need to be unlocked. Intrusion times would be advertised and you would need to pick one in the same way as locking to unlock. A succesful unlock would reduce the station back to zero. A successful defence would allow you to block one timer a week to a maximum of two timers a week.
To make it clear:
>Current system to get your station to 100%
>Once at 100% you can choose to lock your station by advertising an intrusion with 48 hours notice
>Successful lock would stop current system intrusions
>To unlock you need to give 48 hours notice to pick an advertised intrusion
>Unlocking reduces a station to zero
>Limit on one lock / unlock intrusion a week