Disclaimer: This is an idea, and it is definitely not perfect. Hopefully, this opens up a discussion as to if this problem is even a problem, and if it is then are we able to feasibly resolve. All numbers would be tentative.
Problem: There is a tactic of if we lose a battle then we must need more people. I have seen pretty much everyone use this tactic. This makes PvP into glorified bashing.
Real World: If someone is jumped they can only be punched or kicked by so many people before the attackers have to wait their turn. It is diminishing returns of economic gains.
Possible Solution: Targeting Malus: Any action that can not be done on prime without declaring the person will be what qualifies as an aggressive action. Hit rate is reduced by 25% for these aggressive effects for every person over 4 attackers capping at 50% percent reduced hit rate. There are certain skills that that should be whitelisted to avoid this effect such as melds, bard songs, power cost abilities such as toad, pulp, etc, aoe skills, etc.
1. How to keep this from being abused. That means if I attack my allies to abuse the hit rate reduction.
2. Is this a feasible programming feat?