I've seen a post or two about ants/alts being used to break the system via maneuvers. I had a thought about them that might help? It was mentioned in another post but it was on page three of a thread I doubt anyone cares about now so I figured I'd re-post it here for people to look at if they could be bothered. The basic idea was to look for a work around that hampers alt abuse but doesn't require combat to be calculated against each opponent individually.
-Combat maneuvers only effect the current char you're targeting. All others fighting you will have the same effect as if you were dodging them. Perhaps consider allowing it to use the block maneuver against all if block is the chosen maneuver against the opponent so as to not screw melee fighters.
-First combat engage gives 100% attack bar, switching active target after you've entered combat mode reduces the attack bar. I'm not sure what would be fair, but halving your current attack meter might work? This gives the impression of "multiple combats" going without needing to actually program individual combats for each opponent. It's also easy to explain/understand.
-Defense bar is unaffected by target switching.
I believe there's plenty of "rational" explanations for my idea, but more to the point I think this would prevent or at least severely hamper the noob alt abuse. The no maneuvers prevents the noob alt from jumping at you to give you attack/defense, and the switch penalty prevents or at least hurts the flex at an alt and then punch someone else concept.
The worst they could do would be to switch to slide against the alt, but at least they're not getting attack meter out of it against their current opponent. They could still flex then slide at an alt, but all this does is repair defense, it still doesn't give them offense. And they would need to rebuild their IP before doing so since death/glory can't be used to generate IP at the alt without targeting them first.
I don't see this as a perfect fix, but I think it would unbreak the system a fair bit.