Guild or Nation?
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I think its about time this issue got addressed and maybe some direction of change found for the Devs to consider.
Bluntly speaking, the current split between guild and nation membership doesn't work.
I propose :
The current nation system be dismantled.
All new players, or any outside of a guild, shall become pirates. They may then choose to stay as such, or seek a guild to join and thus acquire citizenship of a nation and its benefits.
Each guild will choose a nation as its 'flag' : All members shall be citizens. New members joining shall become citizens of the lowest rank. Members leaving for any reason shall become pirates.
If a current pirate starts a new guild : it must choose an unused 'nation' flag as its own, then all new members will become citizens.
Pirates should have some recompense for not being able to gain port control : some plunder bonuses and potential ships abilities could even make it a desirable status.
'Nations' will gain and maintain port control as now, based on which guild has the highest total influence : the port will then fly that guilds 'national flag' : the Governor will be chosen as now, from the nation's highest ranks.
All bonuses gained via 'nation' missions and rank-ups will remain in force and can be worked towards under the new system. In addition, basic nation citizenship will give a small trade bonus in ports under its control. Nation rank will act only as a means to gain the current bonuses.
Nation treasury functions and control will pass to the Guild, and act as its Treasury also. Voting on new laws, taxes, and pay-outs will act as before, with voting power based on guild rank. Via ship taxes, the guild can raise its own funds if it lacks port income. New laws in which a portion of all plunder gains, or a portion of trade profits, are passed to the Guild Treasury, and the amount, shall be available.
Benefits :
A strengthening of guilds as the basic power structure. A wider distribution of port ownership more directly influenced by each guilds abilities and membership. A means for guilds to build reserves and assist new members. An end to split loyalties. A better structure to introduce enforceable pacts and treaties between guilds : guilds with a peace treaty in place will not be able to attack each other in the same way guild members cannot attack each other. 'Stepping out' to avoid attack restrictions will be punished by automatic piracy then having to re-join with all previously held 'nation' rank and bonuses lost.
Implementation :
There is no easy way to do it; some will lose, some will gain : but as influence is still held by individuals, re-calculating port ownership would not require any changes in method. Perhaps it could be linked to the new map/hide-out changes : as player resource production becomes more important, the focus may need to shift to single port ownership by a guild which improves and defends that port, rather than current system of just owning as many as your nation treasury can support until some bigger treasury comes along and takes one.
Apologies for the length, but it's a lot of ideas to get in place.