So, I'm turning this into a power/raiding/sieging/resource management thread.
This is what Kainzo wants from war:
1) wars should stop money gain (or even lower it) so towns cant sit there and accumulate vast amounts of wealth
2) wars should make towns "less safe" but should have some limit imposed so you cant always be at war
3) towns eventually need to be "cleaned up"
Sieging --- I'm guessing is the attempt to lower town output to stop currency gain.
Sorry Ravyn, PvE towns won't (I'm 99% sure) won't be safe from war. General raiding/harassment, sure, but not war.
Power, war, and resource management all tie in to each other. I agree that the sieging function, while cool on paper, is obnoxious and messy in practice. Towns, especially "end game" towns, have the potential to produce stupid amounts of cash, even with the taxes. I need your (the balance team's) help in smoothing all of this out. We need to get this worked out without the 'this is stupid/players will leave" comments. It's what we have, we need to make it work for everyone, or else remove all money generation and just lower taxes (boring).
Raiding:
Right now superregions set chest access to false for everything within its control. I want chest access (raidable chests) true for everywhere except housing. Maybe councilrooms. Block up your chests or lose your stuff. Makes the raiders happy, while still helping to prevent townie-theft
Power:
I want to change the way power works. Right now it is meaningless. In the past, it made sieging stupid and was crazy unbalanced (from what I understand). I want power to be an internal resource, think the Command and Conquer games. You need power to run your base (town). Right now town passive regeneration is crazy high, and the structures of power are nothing in comparison to the town regen.
The only town that cannot build structures of power is the tribe. The larger the town gets, the more structures of power it can build. If a town builds the maximum number of structures allowed, it should net a NEGATIVE amount of power. The larger the town, the larger that net negative should be. Towns can counter this by activating a new structure (We'll call it Soul Focus) that acts as as the emergency generation function that has been removed from council rooms+. This will cost emeralds to activate, and drain money out of a town's bank. So that's the tradeoff: activate a few extra structures, or keep your power level safe?
Sieging:
Remove siege cannons/defense cannons. Outposts/military base upkeep costs will increase. They will serve as forward operating bases for wars, or embassy/tradeposts.
War:
Will function essentially as it does now, however I will admit I don't know much of the ins-and-out of the system. I need to do more testing on Visions. My understanding is that it costs a fee to start a war, with a multiplier depending on the level difference between the towns and the number of members. Once the flagging system, is set up, war will flag you PvP-on for your opponent (last I heard. This could have changed). War kills reduce town power, with a spawn-camping cooldown. The value of that power reduction can be changed depending on how we balance power (see above), but it is currently set to 1. Towns can sue for peace for a fee, again adjusted by difference between town sizes and number of members. I don't think there is a 'grace period' where towns cannot be re-warred after a war ends currently. This needs to be added.
Aggressor: either wins the war (is paid the fee to sue for peace), gets bored and gives it up, or is counterattacked and sues for peace/loses power themself.
Defender: either surrenders (sues for peace), loses power (superregion, not subregion, block protection removed temporarily and the war ends), or counters the attacker and wins the war.
The purpose of war is twofold. Give a 'step up' for raiding, and to help remove money from the server.
This isn't a quick change, as several bugs need to be fixed, and several functionality aspects needed to be added. I want us to put together a decent gameplan here before we release it to the public for comments.