Decided to create at thread involving this, rather than leave it at the end of a dead thread. Pulled various constructive suggestions and tried to give an understandable layout of a proposed set of ideas involving the evolution of the world.
Much of the deliberation of sieges and tribal warfare reminds me of how Shadowbane worked it involving the Nation/Guild/subGuild hierarchy. This worked as:
-Main guild was the head of the nation and all sovereigns under it.
-SubGuilds were client tribes of main guild. Still part of same "nation", but is lead by main guild.
Now, take that archetype, add Realm/zone control:
-Each "zone/square" is a "realm". This means that it can be claimed by 1 main guild/Nation, OR be contested by many tribes in the zone as none have declared Tribal dominance over region.
-One tribe declares tribal dominance. Other tribes agree to forms/levels of fealty OR contests said dominance. *will address below.
Ok, with "Nation archetypes", "Realms", and "Realm control"...add zone/resource/logistic importance per square:
-All starter zones will be 100% safe zones. NO pvp, looting, or claiming by anything besides a peaceful tribe that has no ability to expand or war.
-This provides safe place for all 100% pve and 0% pvp styles.
-This provides safe starter places for new players to learn the basics and get familiar with game.
-This provides all basic resources needed to enjoy game.
-This provides NO specialized resources *see below
Skip 2 to 3 zones out of the designated starting zones, every zone after here has a POTENTIAL to have a single rare resource in it:
-Insert rare resources and dictate value to them.
-EG gold, iron, obsidian, basalt, etc.
-Will only be 1 per zone and typically will not have any rare resources in an adjacent zone to it.
-This will provide an area that will have a unique, contestable, economically valuable resource. Resource can be of various purposes (war items, building items, clothing items, armor items, pure trade).
-This will provide various zones that have standard resources with no major value to anyone besides homesteaders or those interested in TRYING to be solo tribes, no nations involved.
*Dubanka's suggestion about "Rings" is implemented. Players will be able to choose to stay in and around the starting areas for full safety, or venture out into the medium (less contested) zones and homestead, or choose to brave the outer rims of civilization where tribes are contesting valuable and rare things not found around the Lake Tahoe River basin!
-Good, Neutral, Evil
-Add/balance various penalties as decided.
-Force a temporary 7 day ban on tribe members who /tribequit that disallows them to "re-tag" or "cross-tag" between different tribes in the same Nation/Zone for Tribal Conquest.
-Once yer out, YER OUT!!! Risks for alignment enforced. Decisions "stick" to every player and are less likely to be abused without consequences.
Insert Zone/Realm Tribal Dominance:
-When Dominance is declared...
-Dominant Tribe has Alignment decision (Good, Neutral, Evil)
-Subordinate Tribes-to-be have Revolt decisions:
-insert VeryWiiTee's ideas on capitulation, subordination, cooperation, etc. Hash out all values/consequences et all.
-Dominance Asserted or Diverted. Carry on!
*Add timers for revolt or contestation before any of these can be declared, say 72 hours?
After Zone/Realm Dominance is established, add Nation/Guild/subGuild hierarchy and dictate what Terms are for Nation/Zone:
-Factor Alignment Penalties:
-Good - Much more strict, and nice, ruling body over zone. Lets people be "good" alignment with drastic penalties for going against local area rules as specified by Dominant Realm Tribe.
-EG, can set main tribe and all subtribe tribal zones as "no pvp to any nation member tribe in local zones", and other "good" style ideals.
-Neutral - Good mix between. Allows some extreme rules dictated over entire zone but not as extreme as "Evil" tribes.
-EG, allows cooperation or discord between Dominant Tribe and subtribes as rules are set per Dominant Tribe.
-Evil - Can set most extreme style ruleset with obvious risks. Gives much more broad and direct control over all tribes in area.
-EG, can allow cooperation of "evil" styles, obviously would deter "good" styles from thriving here, and provides a potentially "no holds barred" style administration to the hardcore playstyle dictated in THAT zone specifically.
*This allows a very dynamic gameplay. Good players can band together and prosper accordingly. They will still have the potential to enjoy every aspect of the game, but DO have a slight risk that a warring tribe could contest them. This also adds various amounts of diplomacy to prevent said slaughterings from occurring but does not fully prevent it. CAN always go to starter zones and thrive there. Evil players have full reign to conduct their evil games with an iron fist, but obviously will have much more strife and way less numbers as compared to the good style players. Neutral can really adopt mixes of each. ALL force player interaction, diplomacy, cooperation, strife.
Now, with all that fun stuff, add Expansion Abilities:
-Each Realm owning Tribe has the ability to place 3 other Subtotems that are directly under their control:
-These all have radius of a single player's homestead radius.
-Can be used to claim resources for the Dominant Tribe with rules dictated as per their alignment and Tribal policies.
-Can/Will be used to claim the Rare Resource in Dominant Tribe's zone, NO OTHER ZONES.
-Can be used to declare as a War Totem in order to attack another zone's tribe, ANY tribe desired.
-War Totem would be base of operations for attacking siege, intent to destroy receiving end's siege totem.
-Ends siege when War Totem is destroyed. *Insert all Siege Warfare Decided Values here*
*No other tribe, besides a Dominant Realm owning Tribe, will have the ability to use the extra 3 homestead/war totems. All tribes that are Dominant have the ability to FORCIBLY be removed from Dominance, by either interior or exterior actions.
THE END RESULT:
Very dynamic gameplay! One can choose to be perma-safe around the Lake, or homestead, or face risk/reward and try to get unique resources. Diplomacy, subterfuge, and politics are injected into the gameplay promoting player interaction and adding MASSIVE content to trade/war/alignment. EVERYONE can be happy and has the ability to change between any and all styles of play as dictated by IN GAME ACTIONS. Economy and Trade is injected into the system - Obviously if only one nation has it, others will want it, and can trade or war for it! Some tribes will join/support other nations for their own benefits OR for safety.
*Obvious first draft and is in NO WAY perfect.
**Interested in constructive ideas, NOT circular arguments or lack of willing to compromise for the greater good of THIS GAMES future.