(I posted this in a different thread, but it was kinda off topic, so thought I would post here to get input)
Okay, I'm not all that imaginative, and I'm sure there are holes in this, but at a high-level, what about something like this...
I'm not sure what could do this (there's been other threads regarding world bosses), but some major event or series of events completed by players would need to add to some type of faction specific counter. When this counter reaches a specific number (has to be fairly high to take into account all the people that would be completing this event/series of events), a world event begins. This world event is essentially a mass raid on the opposing faction's capital city (SW / ORG).
An announcement would go out to all players of the faction that satisfied the counter that because of their obvious strength and ability to defeat the blah blah boss (again I'm not very creative), they have decided to continue displaying their strength and take the battle to the Alliance/Horde! A rally point, date, and time (not too far after the faction counter reached the specified number) would be given in the announcement as to when the raid would begin.
At the beginning of the raid, a massive group of horde or alliance mobs (based on the faction that satisfied the counter) would assemble at some predetermined (but changing with each new iteration of the world event) location not too far from the opposing faction's capital city. Players of the attacking faction would have to arrive at the location at the appropriate time and would be automatically sent an invite to join the raid once within range of the raid group.
As the raid started, players of the defending faction would be informed of the incoming raid and automatically sent an invite to join a defensive raid. This invite would go out on a regular interval until the event is over but would not spam those that decline the invite.
If/When the attacking raid reaches the gates of the defending capital city...
1. Those players of the defending faction (all players in the defending raid AND ALL level 85 players not in the defending raid) will phase along with the attacking raid/mobs. This is to prevent interuption of game play for those players that cannot help participate in defending the city due to their level. By phasing the level capped players that aren't in the raid, they are either forced to choose to help and prevent the negative outcome of unsuccessfully defending their city, or sit by and be affected by the outcome.
2. A group of defending mobs appear to assist in defending the city. Vehicles/turrets/etc would become available for use by player characters. (Note: Flight is allowed by both factions.)
-= Outcomes =-
Attackers Successful
Attackers would be determined successful if...
1. Specified points within the city are held for a given amount of time (similar to AB)
2. All spawned "bosses" of the defending faction are downed
Attacker Rewards
1. removal of all benefits gained from opposing faction due to previous successful raid event
2. +x% bonus xp to leveling for all non-level capped toons in the attacking faction for 2 weeks or until opposing faction successfully completes raid
3. +y% bonus honor/valor points gained for 2 weeks (small % but still worth it) or until opposing faction successfully completes raid
4. +z% bonus rep gained when rep awarded for 2 weeks or until opposing faction successfully completes raid
5. ability to use speical ground/flying mount until opposing faction successfully completes raid event
6. vendor prices and AH cut increased by a%, and vendor selling value decreased by b% for opposing faction (affecting ALL levels) for 2 weeks or until opposing faction successfully completes raid
Defenders Successful
Defenders would be determined successful if...
1. All spawned "bosses" that are part of the attacking raid are downed
2. Specified points within the city are prevented from being controlled for the required amount of time
Defender Rewards
1. removal of all benefits gained from opposing faction due to previous successful raid event
2. +x% bonus xp to leveling for all non-level capped toons in the defending faction for 1 weeks or until opposing faction successfully completes raid
3. +y% bonus honor/valor points gained for 1 weeks (small % but still worth it) or until opposing faction successfully completes raid
4. +z% bonus rep gained when rep awarded for 1 weeks or until opposing faction successfully completes raid
5. vendor prices and AH cut decreased by a%, and vendor selling value increased by b% for defending faction (affecting ALL levels) for 1 weeks or until opposing faction successfully completes raid
Sorry for the long drawn-out explanation, but it is what it is. thoughts?