You win a territory and you choose 3 things : 1. Guarded, yes or no 2. Guards attack murderers on sight, yes or no. 3. You can report for murder, yes or no.
In theory the whole map could have guarded roads and cities that attack murderers on sight but it could also be complete wilderness all across the map.
This is the ultimate sandbox solution that will create an endless conflict between reds and blues . It will create a lot of pvp, drama and movement across the map. Players will constantly move across the map to reach territories that fits their play style and this creates lots of ganking opportunities. It will also open up the map for newer or more casual players that wants to explore the whole map under the protection of guards. Lots of things could be done with guards for example they could be made weaker (difficulty = pack of outlaws) and be added as roaming units to put pressure on reds when they move around in guarded zones. The cities that are guarded today should remain so and there should of course not be guards inside or right outside of dungeons.
This post doesn't address all the issues a system like this could face but the point is that it will be the players that decide how safe or dangerous Nave should be. The new territorial system with outposts might need some tuning so territories can't switch status every couple hours.
In theory the whole map could have guarded roads and cities that attack murderers on sight but it could also be complete wilderness all across the map.
This is the ultimate sandbox solution that will create an endless conflict between reds and blues . It will create a lot of pvp, drama and movement across the map. Players will constantly move across the map to reach territories that fits their play style and this creates lots of ganking opportunities. It will also open up the map for newer or more casual players that wants to explore the whole map under the protection of guards. Lots of things could be done with guards for example they could be made weaker (difficulty = pack of outlaws) and be added as roaming units to put pressure on reds when they move around in guarded zones. The cities that are guarded today should remain so and there should of course not be guards inside or right outside of dungeons.
This post doesn't address all the issues a system like this could face but the point is that it will be the players that decide how safe or dangerous Nave should be. The new territorial system with outposts might need some tuning so territories can't switch status every couple hours.