Trying to think of a way that might help smaller clans/single/new players survivability when dealing with larger, established clans. And still keep it fun for those larger clans.
How this works, is when the clan leader builds in an area, a certain range around that structure becomes that clan’s “territory”. Clan members building WITHIN that area causes the territory to expand.
Perks to building within the clan’s territory - closer to the main structure, the stronger the buildings become. Lending each other reinforcement.
Farther away - the weaker a building is.
This will prevent buildings being scattered for the sole purpose of establishing territory.
Building OUTSIDE of the clan’s territory imposes a decay penalty. Structures decay more quickly.
Territories may overlap.
Additional spawn point - A new spawn point, set by the player, somewhere within their territory. The only way this spawn point is removed, is if the territory is lost. A single raid will NOT remove it, only time and dedication to war upon the rival clan will. This gives a player the option to rebuild after a raid.
Decay of territory - a territory will not be completely destroyed once all buildings within it are destroyed. Instead, a decay timer begins, in which the defending clan may/must rebuild in order to maintain ownership of the territory. Territory shrinks as the decay timer ticks down. Weaker holds diminish first.
Territory boundaries - based on the “strength” of the clan. Closer to the center of the territory, the stronger the hold is. Farther away the weaker it is. Perhaps a tiered system for this aspect, based on number/size of structures built within the territory.
Territory markers - new items to mark the clan’s territory, along roads, etc.
Patrolling thralls - preset paths, based on the region, that thralls may take when placed near/on them, and commanded to do so. Coming to the end of the territory will make the thrall stop and turn back, patrolling in a line, back and forth.
Clan Identification - Tabards, special armor, arm bands, etc, to mark a person a member of their clan. Identification items may be stolen to deceive thralls.
Neutral/Hostile/Friendly settings - Thralls, and perhaps zones, like roads, may have different settings to interact with different players/creatures. Unidentified players, and those displaying rival clans will be met with hositility. Displaying friendly or neutral/unknown will be allowed to pass. Attacking a defending thrall will make said player, and others bearing the same identification marked as hostile for the clan npcs, for a set time, and a recorded alert sent to the clan leader. Clan leader (and officers?) may then opt to set that clan as hostile, neutral, etc.
Flaws with this concept:
Possibility of losing builds prior to joining the clan, if they are outside of the territory.
Stolen identification being used to incite war between clans (could be a fun thing, though, too)