Ok so to clarify. With my proposed system, every loss is 2 additional discards for round 1, 4 additional discards for round 2, 6 additional discards round 3, even discards round 4, and 6 less salvages rounds 5 on. So there will be a small chipping away of the Vault in the early waves and right when people start finally discarding less, 8 more players enter war, meaning more people are losing, and more cards are being discarded. Another thing is that the more people that are playing for as long as possible, the faster war goes. More players = more losses = more overall discards. While yes, keeping 6 additional cards for every loss mathematically looks like it should extend war by 20%, I doubt that it would extend it even 10% personally.
And on the issue of Byes:
I'm not sure if this would be a suitable rule or not, but I'm going to throw it out there for consideration anyway. I personally hate that the way byes work now by helping the team that is currently doing the worst sneak up a spot or two over other struggling competitors. This REALLY bugs me. I hate it. Sooo... IFF the "No Mercy" rule is going to be enforeced (possibly with an escape clause to avoid the possibility of being eliminated round 1) we can possibly add another rule about Byes stating the following: "If at all possible, no team with only member playing in a round can receive a bye." This means that every Round, EVERY team will still have to play a match, and with the no mercy rule, they will be eliminated if they lose. If a team with 2 decks gets a bye, and the 1 deck they play loses, they would still be eliminated. It makes it such that Byes are no longer a free pass, but a very sticky situation that a team is faced with. Again, I don't know if this is good fix or just a terrible rule. Discuss.
And on the issue of Buffers:
Too many of my ideas tie in with key other ideas. IFF the max discards were lowered to 24, some way to account for the loss of speed would need to be taken into account. Probably the simplest way is to just remove or lessen the buffer system we have. As I stated above, the more players we have playing at a time, the faster war goes on because more cards are being lost sooner. Having teams field more decks if possible is the best way to do this. I'm not sure how for you'd have to go to have it make a difference in war, but I think requiring teams to play a deck for every 32-33 cards would work. You could even go to a more scaled system as proposed in a previous post.