List of suggestions for town control

Rulant

Active member
May 30, 2020
89
117
33
-Some of this might already be implemented with the changed up flagging system but from what MO1 had these are my suggestions.-​

From the items listed in that town give half of the tax to the guild owning the town.

Add a citizenship system where you can choose to become a citizen of a town and, so long as you are blue, you can't be killed by controlling guild within a direct area around it without some sort of penalty, maybe a decent amount of prominence loss or something, something enough to make the owning guild not want to murder the people who are citizens.

If a tower owning a town is destroyed the guild will still hold the town for a day but with no tax proceeds (to prevent guilds from just dropping the tower to murder their people then build it back up). Make it to where you're able to swap citizenship once every 2 weeks to a month by going to the town you want to swap to, you can choose to drop citizenship completely but it will take x number of days (short time) for it to drop you as being a citizen there, just to prevent any sort of griefing that I can't think of right now. Instant drops usually aren't good.

Another plus side for the guild owning the town is that if someone goes grey by hitting one of the controlling guilds members they should stay grey for a few minutes longer and possibly a higher tax increase on them if they kill 5 members of the guild, increasing by like 2% each 5 or something, with the ability to pay to get the tax increase down with all gold going to owning guild.

The ability to teleport to your towns priest as a ghost (if the map is really that big compared to MO1).
 

ThaBadMan

Well-known member
May 28, 2020
1,159
915
113
33
Norway
-Some of this might already be implemented with the changed up flagging system but from what MO1 had these are my suggestions.-​

From the items listed in that town give half of the tax to the guild owning the town.

Add a citizenship system where you can choose to become a citizen of a town and, so long as you are blue, you can't be killed by controlling guild within a direct area around it without some sort of penalty, maybe a decent amount of prominence loss or something, something enough to make the owning guild not want to murder the people who are citizens.

If a tower owning a town is destroyed the guild will still hold the town for a day but with no tax proceeds (to prevent guilds from just dropping the tower to murder their people then build it back up). Make it to where you're able to swap citizenship once every 2 weeks to a month by going to the town you want to swap to, you can choose to drop citizenship completely but it will take x number of days (short time) for it to drop you as being a citizen there, just to prevent any sort of griefing that I can't think of right now. Instant drops usually aren't good.

Another plus side for the guild owning the town is that if someone goes grey by hitting one of the controlling guilds members they should stay grey for a few minutes longer and possibly a higher tax increase on them if they kill 5 members of the guild, increasing by like 2% each 5 or something, with the ability to pay to get the tax increase down with all gold going to owning guild.

The ability to teleport to your towns priest as a ghost (if the map is really that big compared to MO1).
/Sign
Really good ones, also would suggest activities and things to do in town and services/quests for towns to increase reputation with them if we really are going from old flagging system to local reputation based.
Wild sounds like will be flagless but you receive flag decrease if someone you killed ress in a town and report the murder to priest.