Gambling is useless. It was almost always useless, even in the original games (except for save-scumming, and even then it was piddly). Even if gambling with other players were implemented, with unrestricted pvp the outcome would almost always be dependent on combat skills, not gambling skill. Scrap it.
But don't
just scrap it, replaces it, with "Leadership"
"Leadership is the ability to successfully lead a group. The skill of making the abilities of a group more than just the sum of its parts."
Base: 10% + 1.5% x (Cha + Int) Uses:
*
For Any Player - Leadership skill added to skilldex. Treat cooldown like gathering (greater than 20 minutes = "Strain might kill you..."), cooldown for using the skill is 1300 - 4 x Leadership skill, in seconds. Status: "Encouraged" for 20 minutes, does not stack. Armor Class +5, critical chance +10% (limit 95%), and +10% to all skill rolls of targeted player (or npc followers), player (or merc/slave) must be in (and remain in) your party, and for players, you must be tagged leader. Cannot encourage self.
Justification: Encourage team play early for players, The extra AC and weapons skill could make all the difference for lowbies PvE and give more experienced players the edge in PvP and events.*
For Faction LeadersFaction Membership limit = 5 + (Leadership / 5) (so maximum number of members in a faction, including leader, would be 65, unless perks allow for a leadership greater than 300% (or a perk the purely raises faction membership limit)
Leadership of >= 100% allows for the purchase of a second faction base (for double the base price)
Leadership of >= 200% allows for the purchase of a third faction base (for 5x the base price)
Leadership of >= 300% allows for the purchase of a fourth faction base (for 10x the base price)
Justification: Most factions currently fall into 2 categories, large factions which take up multiple faction names to have multiple bases, and "private factions" run by 2-3 players (or 1 player with multiple computers/alts). The large factions are impossible to compete with as far as town control goes, and the private ones eat up all the available faction names. Requiring a skill in order to operate a faction (beyond mere speech skill for TC) means a player must be seriously committed from character inception to run a faction, for more than just a group tent with a workbench. This also puts an upper limit to the size of a faction, meaning that factions that load up on taxis and merc guard-keepers as alts do so at the cost of unique members. However if a large faction wants to expand their area of influence (or just their storage space), they have the ability to do so without taking up another faction name. Its up to the factions which members are taken to which base, so "probationary member" bases and other such partitioning can still be utilized while maintaining faction membership.