Alrighty...
Thoughts on upgrades for guilds in the game- A big issue, and one I would be excited to see expanded (hopefully soon). This post is to throw some ideas out and get a broader discussion going on the topic. I will link to other suggestions that I have seen and would be glad to see implemented, but honestly I could not find much in the search results. I know there has to be more out there, but the search results just don't seem to turn up much unless you know what to look for. Looking for the topic "Guild" will render no results as apparently the word is too commonly used...
I have several ideas I wish to offer for discussion on the topic of improving the role of guilds in the game. These are listed in order of importance, in my mind:
Guild Treasury
First is the suggestion for a much needed guild treasury.
This would allow for guilds to collect funds through fees/guild taxes that would allow the guild to reward/reimburse guild members for actions taken on the guilds behalf. This includes rewarding new players for advancing in the game or investing in a guild member for one reason or another.
A Guild Treasury would also be needed in order to implement any of the following suggestions.
Guild Warehouse
For the next two features, a guild warehouse is needed that the guild could upgrade and where the guild members could store items for use by the guild. Not much explanation is needed for this one, basically just a warehouse for a guild. Items deposited could be used only for guild related building projects or sold. Funds from any sales would go into the guild treasury.
Guild Hive/Stronghold
Guilds should be able to build a defensive structure. I have heard that CJ and the dev. team have discussed this before, and the name that would be given to them if/when they were added to the game would be to call them Guild Hives. This would protect the guild's financial reserves and warehouse storage, and give something to be targeted in guild wars.
Shadowood had an interesting suggestion for a friendly competition among guilds, but the idea could be expanded to form the base for how an assault on a guild hive would work, and how a guild could defend against such an assault. Link: viewtopic.php?f=4&t=4011&hilit=guild+wars#p60728
Guild Tech
I will link to a post by Shadowood for this one- a great suggestion for a guild based tech tree: viewtopic.php?f=4&t=3802&hilit=tech+tree#p54983
My only thought would be to limit the amount of research that can be done in a certain area, as Maha suggested in a response to Shadowood's idea: viewtopic.php?f=4&t=3802&hilit=tech+tree&start=10#p55013. Making the tech tree fork, and the guild have to choose what area they wanted to improve tech in, would bring diversity to the guilds under such a system. Some could favor trade, others favor combat, others favor piracy... or allow them to be mediocre in several or all areas.
If the amount of tech advancement a guild can progress in is not limited, we will end up right back were we are with no real distinction in fighting ability, and tech won't mean much.
Guild Owned Shipwrights
I have already posted on this topic, but it has some room for development. Never the less, you can find the thread here: viewtopic.php?f=5&t=4018&p=61039&hilit=custom+shipwright#p61026
Guild Store
This feature would only work if something along the lines of another suggestion Shadowood made a while back were implemented- that idea being to create a new hideout building called a Foundry where players could research, develop, and produce various tech items. A guild store would provide a place where guild members could sell their wares, and provide an income to the guild as a tax could be placed on the sale of the items. This could work in conjunction with a guild operated Shipwright, thus allowing guilds to sell custom ships, and custom tech produced by their members. Link for the Foundry post here: viewtopic.php?f=4&t=3073&hilit=foundry#p41391
Guild Controlled Artifacts
An interesting suggestion was made a while back entitled "Pieces of Eight" by Hellfire. You can read it here: viewtopic.php?f=4&t=188&hilit=Pieces+of+Eight#p966
If artifacts were added to the game though, and I hope they are at some point, I think it would be much more enjoyable if guilds could capture and hold these items in their strongholds. Guild members would reap the benefits of the artifacts their guild controlled, and artifacts could be stolen during a guild war/raid on a guild's stronghold. This would give guilds something to hunt for and protect, and something more to fight for than just gold and fame (not that those two things are not worth fighting for ).
I would suggest artifacts would be discovered under some sort of an exploration feature that allowed for exploration either inside of the known Avonmora proper, or under an exploration feature that allows players to explore the unknown beyond the edges of the map (or both). (Link to suggestion for adventure/exploration topic I am referencing is here: viewtopic.php?f=5&t=4043&p=61541&hilit=adventure+update#p61499)
All of these things would give guilds something to work together on to build, to defend, to produce, to research, to search for, and ultimately to protect. This would do a LOT to add incentive for new players to advance in the game, and give them something to do as they work through the more difficult aspects of the game that they face early on. It would also increases the significance of being in a guild, and the guild's role in the game- which can only help with enjoyment of the game as well as with player retention, in my humble opinion.
I know there is a lot in this post, and each item could use its own thread, but I wanted to get all my thoughts on this issue in one place. Hope it is not too much to digest.
Respectfully submitted...
~TH~