Basically, we'd like to change the way it works such that each of the 8 controllable towns would come up for grabs in a continuously rotating schedule of approximately three hours.
I rarely flat out disagree with any idea and always look for the positives but I strongly disagree with this one. In the faction system you are proposing, fighting becomes a pointless merry-go-round with no real victory in sight. Factions is a daily pvp grind which revolves around rank, pvp and items.
Many of us have lived through this type of corruption pattern before during the invasions, where we had to corrupt cities ever 4 hours. It Killed Factions. It burnout participation, it made owning a city pointless and I don't know if any of us who worked day and night to keep the cities from other faction control during that stretch could handle it again...
So, instead of being a constantly ongoing battle open for potentially all towns, the game instead would be a series of concentrated battles for single town at a time. At any given time, all online players would be able to tell what town's capture window is open. The idea is to capture that town's sigil, hold it for a short time to corrupt it, then successfully return it to the town. Failure of any faction to do so means the town goes uncontrolled until it comes up for capture again the next day.
It sounds like you want to narrow the focus and make the battles more concentrated and tactical, I completely agree. In my experience having an endless cycle as you are proposing makes fights sloppier, less focused and random over time.
The system as proposed eliminates the tactical element of raiding an enemy faction who is guarding a sigil while holding a sigil yourself, "Who should stay behind and who shoud raid? How many forces do you leave behind to guard, how many people are you willing to risk falling into stat before calling back the raid? How disciplined can your troops in the raiding force be "not to flag" so they can restreat to your homebase quickily in case your base falls under attack while your raiding party is out."
Here are a few factors that I believe would lead to a more concentrated, focused and meaningful warfare. I am sure you have been reading all these posts and hearing about making towns more important town control meaningful, etc.
This is a long post but it will give you an some idea of what that might look like in some form. I am not saying," this is what you should do" or "this is exactly what people want". I am just saying these are the types of changes people in UO and particularly factions have been talking about for years.
1) Each new Stronghold has 16 sigil posts, add additional towns to the faction system: Jhelom, Cove, Nu'jelm, Wind, Occulo, Buc's Den and Serpents Hold. If this is a war for control for Felucca then lets make this a war for control over Felucca.
2) Lower Sigil corruption time to 8 hours.
3) Limit Factions from corrupting more then 2 sigils at one time and no more then 4 sigils a day.
4) Allow a faction to use silver to lower corruption time on (1) sigil, once a week from 8 to 6 hours.
5) Extend the duration of undisputed town control from three days to a week.
6) Towns under the Control of a Faction have attackable, killable guards that spawn and enforce the law as reflected in the beliefs of the controlling faction’s ideology. Controlling Faction members suffer a 5 min statloss if killed by a Faction enemy in a town they control, while non controlling Faction members suffer a 20 min statloss in areas controlled by their enemies.
Town Control: [Excerpt from Comprehensive Faction System]
Depending on which Faction currently controls the town; the laws will be slightly different. To help people quickly and accurately identify who is in control of a town, the town gates will hue the color of the controlling factions, heralds will be located at town limits welcoming/warning players which faction occupies the town, spawn around gates and town outskirts will be allied spawn of the town's controller.
Huing changes: Instead of faction members hueing orange to one another, they will hue the color of their faction to both faction and non faction players. Faction Murders (Reds) will hue the faction color outlined in red.
Virtue Faction Control: The Crusaders of Virtue wish to return law to the land as it was in the golden age of Britannia. The Crusaders wish to restore law and provide safety for the innocent. [Altered from TB]
-Town Gates are accessible to all except murders (reds), criminals, and Guardian Legion Members
-Only non faction blues and Virtue Faction members may gate/recall in or out of town.
-Fields can not be cast within town limits
-Guards will automatically enforce the law upon any Guardian Legion member, murderer (red) or criminal entering the town and upon any person who commits a crime within the town limits (including Virtue Faction Members).
-Free Trade Faction members will be warned to follow the law when they enter the town limits but will not be attacked by the guards unless they are a criminal (grey or red) or commit a crime while in the town limits.
-Attacking a Virtue faction member or an innocent (blue) within town will be viewed as a criminal act.
-Free Traders may attack criminals within town and members of the Guardian Legion as well as defend themselves if unfairly attacked.
-Virtue Faction members will be considered criminals if they attack law abiding Free Tradesmen within the town limits.
-Guardians Legion members will be viewed as criminals and attacked immediately upon entering the town by guards and may be attacked by Virtue Faction members, Free Traders and Innocents (blues) within town without legal consequence.
Free Trader Control: The Free Traders Factions emphasize hard work, trade and prosperity. Thus the Laws within a Free Trade town protect the people of the town while allowing the most flexibility to conduct business. Even Free Trade Faction Members will not be protected if they chose to hinder business. [Altered from CoM]
-Town Gates are accessible to All Faction and non faction individuals
-Fields can not be cast within town limits
-Guards will warn opposing faction members, thieves and murders not to cause trouble in town but will be allowed to enter unhindered.
- Anyone who commits a crime in town will be attacked by the guards and is subject to attack by anyone in town.
-Free Trade Faction Members may not attack opposing faction members unprovoked without legal consequence in town limits.
-Anyone may freely recall or gate into or out of town unless they are a criminal or in the heat of battle.
Guardians Legion: The Members of the Guardian Legion have laws that reward the loyal and punish any who have not given their oath. Enemies may not enter freely and the innocent do so at their own risk for the law will not protect them. [Alterned from Minax]
-The Town Moongate is only accessible to members of the Guardian Legion
-Only Guardian Legion members may recall or gate in or out of town.
-Fields may be cast in town
-Guards attack all enemy faction members
-Guards will attack those who commit crimes against members of the Guardian Legion inside the town limits.
-Guards will never raise a hand against members of the Guardian Legion as they are above the law.
-Blues, and Reds will not be attacked by the guards upon entering the town but neither will they be warned nor aided.
7) Enhance and Expand Sheriff options to allow increase/decrease guard spawn rates, place additional controllable guards in tactical locations to support weaker regularly spawning guards, automatically find and remove traps and blockades from town.
8) Enhance and Expand Town Minister options allow more vendor types. Purchasing of goods from faction vendors will replenish the town treasury at a rate of 1000 gold to 1 silver.
9) Faction Crafters may
ONLY make faction equipment in towns controlled by their faction with the exception of faction traps and barricades which can be made in both a Faction Stronghold and Town. Items crafted by Faction crafters in town can be enhanced with silver which will hue the item the faction’s primary color, with a possibility of being blessed. Faction enhanced items can only be used and worn by members of the same faction.
Faction artifacts can be constructed using specific recipes found on enemy spawns. The recipe lists the ingredients and skills needed to construct the specific faction artifact (which includes less powerful versions of faction arti's that are in play now and barding for faction war horses. Like all other faction craftables, they must be made in a controlled faction town, requires a great deal of resources and are only usable on War Horses of the same faction.
Faction Smith's and Tailors can use silver to alter clothing and armor into other pieces of armor/clothing that occupy the same slot, the chance of breaking the item is relatively high and the qualities will remain unchanged (Changing glasses into another helm type, boots into sandals, etc).
Faction Carpenters can build 1 tile wooden blockades using silver and wood. Blockades are impassable but can be cast over. Blockades can not be placed within one tile in any direction of another blockade nor can they be placed inside or within one tile of any structure. A GM lumberjack has a 20% chance to remove the barrier with an axe or if left unattended the blockade will decay after 24 hours. A faction town is limited to 12 blockades a day.
Faction Tinkers can use silver to make faction traps. Each town can have up to 12 traps in place at one time.
Drawbacks: Crafting with silver is a magical process and has some adverse effects on crafters that last for 5 minutes after working with silver:
-Unable to use magical transportation
-Purple Hue [stealth and hiding -20%]
-Unable to access the bank
-Unable to trade items
-Unable to party or give looting rights
-Unable to insure items
**Crafting for Factions can yield great rewards but its not a stress free job. The clever crafter uses the town guard, barricades and traps to his beneficial but even more important is to have reliable faction mates at your side.