So I was thinking, there should be an actual way to differentiate between fullscale wars and brigand raids. I kept trying to come up with a fancy way to apply for one or the other or some such, then I realized that brigands are just that. A band of unruly thieves. So in an effort to tell the difference between these two, AND to help deal with some peoples' qualms over needing an RP reason to attack people... Only factions will "go to war" as proper war requires the leadership and stability that kingdoms and city-states can provide. Anyone who wants to raid and pillage as a bandit or somesuch has to do so without a faction, groups of bandits must live in the wilderness and protect themselves without the comforts that 'faction' status provides. Just like a real bandit group would have to. Then, proper wars can be fought over things that actually have RP value (not just a reason, but real value) and can have a way to be 'taxed' through paying to declare war or w.e, and bandit raids can just happen when and whereever they please with the reason of "I'm a bandit, shove off" being perfectly acceptable.
The only issue is if people drop fac, raid, then join up again. Having a cooldown between joining factions would help with this, but I'm not sure it would totally solve it... so ideas would be helpful.
Also I realize this would be hard to enforce, as it would require a good amount of just trusting those who wish to be bandits to actually be factionless, unless someone thought of a way to code or otherwise enforce such a thing. So ideas on that would be nice too.
Perhaps when the trait plugin comes out have a trait of "Bandit" that stops you from joining factions but also negates or lowers the effect of damage reduction when attacking in faction land?
The only issue is if people drop fac, raid, then join up again. Having a cooldown between joining factions would help with this, but I'm not sure it would totally solve it... so ideas would be helpful.
Also I realize this would be hard to enforce, as it would require a good amount of just trusting those who wish to be bandits to actually be factionless, unless someone thought of a way to code or otherwise enforce such a thing. So ideas on that would be nice too.
Perhaps when the trait plugin comes out have a trait of "Bandit" that stops you from joining factions but also negates or lowers the effect of damage reduction when attacking in faction land?