My idea, of course, is not at the level of booba milk and cat girls, but maybe someone will like it.
EssenceTM: despite the presence of kingdoms and kings, the feudal system does not exist in the haven. What we have now are tribes that can distribute buffs built in their territory. The potential reward is experience. I don't know about you, but I find the current system extremely boring and lame.
What is feudalism? The structure of society, which relies on the feudal lords and the land. Therefore, I propose the following innovations:
1) Division of kingdoms into levels: county, duchy and kingdom. Restriction on land ownership, depending on the level of the kingdom (as well as a limit on the number of vassals). Numbers could be expanded by in game activity (lame way - build additional crap statue, cool way - winning big battles under kingdom coat of arms, holding tournaments and huge feasts).
2) Vassal system - small counties pay taxes and are subordinate to larger entities.
3) And most importantly - the system of peasants.
The last one is more detailed. The current system of rewards for owning a territory, as I wrote at the beginning, is very dubious. Instead, we can do something newer and more interesting. For example:
- Peasants living on the land of the feudal lord “may” pay tax. The tax will be taken in simple things that factions are often too lazy to produce themselves: that mushrooms, tar, ropes, etc. You can also add to the pool something that all hermits for some reason produce in large quantities, but no one needs it: a different crops, low quality ore, leather, etc.
- All this they hand over to the tax chest. Delivery rewards may vary. You can put something like a mini market with your own currency (a system where the feudal lord himself sets rewards) or make rewards issued by the system (LP, experience, various small stuff).
- The feudal lord can use the received taxes himself or convert them into “supply”. Also, if the feudal lord is someone's vassal, part of the tax is automatically redistributed upward. The supply can be exchanged for useful things - whale meat, silk, steel. The conversion prices must be very high in order to avoid self taxing. Quality can be tied to a top or average quality around the world (plus minus, balancing you know).
- All peasants living on the territory of a feudal lord receive an icon (ideally the coat of arms of a feudal lord, but this is complicated and may contain swastikas) above their heads. This will avoid the indiscriminate extermination of the hermits, because they are your potential taxpayers. This will also add motivation to protect local peasants from offenders from outside (yes pvp content). The same icons (but in a different colour or something) should be added for the peasants of your vassals.
- The concept of “living in the territory” is worth working out, since there is a possible window for abuse. For example, make the icon gain contrast with the time of possession of the claim on the territory of the feud.
- And finally, you can add a system of chivalry. What pros or cons it can give, I have not yet come up with (you could suggest), but the idea for a larp as knights seems funny to me. Giving titles and even land to local peasants for special merit would be cool.
Pros and cons:
+ The flat system gets minimal volume and becomes more interesting.
+ Instead of two or three factions, we can get dozens of small independent counties and several large kingdoms.
+ Solving the problem of senseless violence against spruce hats.
+ Additional social interactions in MMO, oh yes!
+ Potentially solving one of the markets problem: many have complained that no one buys what hermits can sell, such as collectible curiosities (because crafted ones are better). Instead, many markets are accumulating tokens.
- Large system that requires a lot of development time.
- There is a huge window for various abuses (bot farms of carrots for self-taxing, etc.).
- To stretch the royal claim, you need to have vassals. If this is poorly balanced, everything will end up as usual - feudal twinks and feudal bots.
- Perhaps not falling into the setting of the early Middle Ages.
- Cringe, too long didn’t read.
What do you think?