By removing Hinkley even the beginners PvP players will team-up and come to the towns and dungeons for fights. In Hinkley you can't work over the compisition, strategy and the other issues because each location on the worldmap requiments different teamworks.
This is also teamplay game even if it have "for solo players" in main description. As solo player you can make some barter (with NPC) or take some craft job without any real destination point. That's why workbenches should be removed from tents, safehouses and bases. If you are scared to go to public locations and build some interpersonal relations it's your problem and MMO is not for you. With it you can run even Fallout 2 game, go to the New reno Arms underground and upgrade most weapons what you have, alone without any other players and anyone will not see you in the game.
Who cares about these players who don't want to play with others in MMO? The count of the actual players online aren't the most important and it can be even smaller, but this changes can bring some PvP.
Why Hinkley is good enough for some players? Because they don't need care about their own stuff, and there is one strategy - the rush.
Why own workbenches are good for some players? Because they can there craft some useless stuff in big ammount.
Everybody in this topic wanted PvP solution and keep FO:R alive. I gave them but all what I see here it's only crying about losing some stuff.
Even like Kilgore said - most of players are kind of PvE players. Then why these implants are as reward in PvP arena? Because no matter what Kilgore on some other guy will say the main point of this server is PvP. Town Control system, own factions, unguarded areas aren't PvE.
Now it's time for solution about unbalanced PvP by numbers:
There is no need to split the actual big teams. There is no need to hold their parts away from battle (for ex 5vs5 only). The solution is simple - the smaller team is buffed.
If for example we are taking the town in three players and we are attacked by bigger group than us then:
- each character from smaller team gain 10 maxHP per each additionally charater in opposite side,
- each character from smaller team gain 1% of any type of damage resistance per each additionally charater in opposite side,
- each character from smaller team gain 1 action point per three additionally charaters in opposite side.
It can be applied on any location without noPvP flag. And everyone with it can forget about swarms, not equal numbers at PvP etc.