I agree, flyer, that it could be done by a couple of observant people who have good knowledge of the other side's twink population.
On the surface, it's merely prudent planning.
But the deeper conundrum is that it's a much more sophisticated method to gather information at an unprecedented rate in order to manipulate success rates in war based on low turn out. So, what the perpetrators of this data mining are doing is bypassing the intended mechanism of PVP to acquire sites with little to no effort.
To some extent both sides do this naturally:
One side attacks, the other side defends, one side wipes, the other side goes on to win.
The side that wipes often is demoralised and logs off, so the natural progression is to win by attrition which is enforced via psychological tactics.
The difference between this (call it the natural state) and the data collection methodology, is that via data mining on player behaviour, the perpetrator of the data mine (and co-conspirators) will know exactly when the other side will be at it's most vulnerable, which will greatly influence that side's ability to defend.
This problem wouldn't be nearly such an issue if:
1. the population was significant enough that either side could reliably put up a defence/offence in most timezones
2. a significantly greater portion of the population PVP'd
3. players didn't stoop to the level of multiboxing for PVP
It's hard for a non-PVPer to grasp the impact of #3, but here's just some rough numbers for you and a couple of generic scenarios for comparative purposes.
Scenario 1: an org with 3 twinks decides to bring war to an open site fully planted. They join a bot, send out some Dnet's, spam some friends to join, and after logging their froob alts for buffs and spamming some other orgs for potential warriors, they organise teams and assign two callers, one guy logs a fixer, they invite the toon to the team, he fgrids, they swap him to T2, and then he provides Fgrid to the other 3 guys in T2.
The 8 guys arrive to site after 25 minutes of planning.
One of the guys can't open his site because he doesn't want to lose it, so he'll just help PVP.
After 2 minutes of play, one guy needs to AFK because his wife aggro's.
Now there's 6 guys pew pewing towers, and it takes about 30s to kill a tower when everyone is timing perks, but on average it actually takes closer to 45s. The CT will take 10 minutes of flat out damage to kill. Total time from war launch to CT kill is just over an hour.
This is common, at least it used to be common.
Scenario 2: Guy says to his chum, lets go wax site X. guy 1 logs a fixer and 5 crats. Buddy logs 1 fixer and 5 crats. They don't even need a single OSB to function, so within 1 minute, both teams are ready. Since each guy always plays with the same team, they already have callers and macro's built for each toons hotbar. They run from the Fgrid exit to the site, and start pew pewing.
With 10 crats, 2 fixers, 10 primary crat pets and 10 secondary crat pets, they can level a tower in under 14s. it takes the two people controlling 12 chars between them 8 minutes to kill a fully planted site. From logon screen to Planting a CT is less than 15 minutes.
Opposition didn't even have time to finish their activity and log their twink to defend before the CT was down.
When war was previously about rallying a group of people, getting a chance to PVP with other well respected server PVPers, using superior calling, superior tactics, impeccable timing and insane luck to keep a doctor alive during an intense kite to produce a wipe on the opposition... war is now about DPSing a tower site so fast that PVP is not even an option.
It's no wonder there's objection.
Adding bots to it to time these events and squeeze as many site kills as possible into an info mined low-population window.. I mean, do we even have to go there?