Thanks for all the feedback and ideas.
Here's a little sneak peak on how "TC v3" will be.
It's still WIP, but it will be implemented for the next session and it'll be modified based on how it turns out then, again based on your feedback.
I've been reading trough this thread and other linked threads from the suggestion board, trying to gather all different ideas into something coherent, and based on what we've tried before, what I feel have worked (based on my own limit experience as PvP player) and We've decided to go in the direction of the "Hold the Hill", but slightly modified.
Factions will now no longer be taking towns, instead they automatically gain
influence in the towns which they are in. This influence increases all the time as long as the faction stays in there and fills the minimum equipment and level requirements demanded by the specific town. As soon as they leave the town, they no longer gain influence. If there's no one in town from any faction, no factions influence is affected, but whenever some other faction is gaining influence, the influences of other factions will decrease by a small amount while they are in town. What's influence used for? Everything that could be done in the older versions now needs certain amount of influence for each action.
If you've only got a little influence, you'll be able to only gain small rewards, and hiring militia requires even more influence.
If you stick around in a town long enough, you'll be able to change it drastically, like enact new laws (enforced by militia), or close down the local mine.
Who has control?The faction with largest amount of influence at anytime. This can change fast if two factions are on about the same amount.
What happens if two or more factions are present?Then no one will gain influence until the other faction(s) present force have been eliminated or scared away.
Why should a faction stick around a get higher influence? * Can enact laws if high enough
* Get rewards from the town
* Hire militia
* Make important town decisions (not implemented yet)
Why is TC being changed in such a dramatic fashion?The thinking here is that TC will be the "open PvP" while domination (yet to be implemented) will be the more fast-paced "event PvP" with maps especially designed for both small and large scale PvP.
Is there anything else that affects influence? Yes, killing town people will negatively influence it.
Possibly encouraging trade and movement of non-faction people, but how to safeguard such a system from abuse is not clear. If you have any ideas, put them forth.
Does this mean TC will never be removed/changed again?No, we don't believe in final frontiers. If something doesn't work, we'll change it again.
How has rewards been changed?Rewards have been increased, it's scaled based on "town difficulty", contains ammo rewards and is based on influence to gain larger rewards.