I always was thinking about "families", persistant faction and clans in particular. I do not believe that random groups can achieve any level of "good" play.
I can imagine "smart" group of players who quickly take control over castle and from this point start to recruit. Recruit need to do his work for the faction before he can be "promoted". This work is obviously serf work. Mining and woodcutting first but after that a little of charity work for faction in food industry. Faction should store some food in the same way it has to store weapons to be really competitive.
It is down to the leader if he like to pay serf or just motivate them by promissing "promotion". My intention is to give Lord of Faction full control on who he like to recruit and who not. If player can not do basic "team working" task how he can perform in next stage.
This have to be tested as simply players can "put whole idea down" by not willing to participate. However I do whatever I can to "force" that kind of play by map structure. We shell see...
What I want for sure is to make serf tools as chip as possible so switching beatwen task would not be so expensive at it is now.
The best example is engineer work. His basic task - making weapons - is profitable. His second task - fixing, building - is for "charity"(sake of faction).
Serf should work in the same way.
I can imagine "smart" group of players who quickly take control over castle and from this point start to recruit. Recruit need to do his work for the faction before he can be "promoted". This work is obviously serf work. Mining and woodcutting first but after that a little of charity work for faction in food industry. Faction should store some food in the same way it has to store weapons to be really competitive.
It is down to the leader if he like to pay serf or just motivate them by promissing "promotion". My intention is to give Lord of Faction full control on who he like to recruit and who not. If player can not do basic "team working" task how he can perform in next stage.
This have to be tested as simply players can "put whole idea down" by not willing to participate. However I do whatever I can to "force" that kind of play by map structure. We shell see...
What I want for sure is to make serf tools as chip as possible so switching beatwen task would not be so expensive at it is now.
The best example is engineer work. His basic task - making weapons - is profitable. His second task - fixing, building - is for "charity"(sake of faction).
Serf should work in the same way.