I want guilds to have total control.... just my 2 cents -
Previously when this argument came out i always stopped short of letting a governing guild take over SV placed guards. They were (literally) placed by a higher power to serve basic common law. And if you want to RP a political/dogmatic purpose for those guards, great.
BUT in MO2 i think we need to envision the game along with how SV is envisioning it. Which means a few things to
me -
TC/Housing being a huge part of the game
Regional reputation
Much higher population
I can imagine a scenario with full guild control -
After a days long battle a rival guild takes over a city.
Town crier and the bulletin board had given warning for long enough.
Sure, people would be inconvenienced. Player exodus to the hills.
Players logging in. They're likely dead, at least once. Once if they understand what happened. Give 'em a tooltip
I know Bak Ti, Vadda, and Mohki have SV priests pretty close outside the city.
Maybe player made priests/banks/tables to serve as retreat points. Smaller player-made (open and functioning) cities to connect SV ones.
Cries on social media #BaktiDefenseNow
The southern alliance
must hold!
RP prophets predicting salvation. RPK guilds intent on anarchy. Protectors urging the peaceful that vengeance is at hand.
At this point in MO2's development i'm completely
for Governing Guilds having total control over their territory. With good tooltips and immersive features so that a random player can gain info on hostile takeovers from in-game features. And a social media player can play politics and generals.
Then we can start picturing an SV-imagined realization of an alliances and how that would work in relation to this.
But also while we're talking blacklists and Governing Guilds control, How about -
Crafting table fees?
Mailing fees?
Stable fees?
NPC and TC taxes of course
Broker taxes?
Some sort of passive regional income?
Immunity from guards?
I wonder if someone more creative can come up with laws/AI controls.