I was thinking about it for a while, watching some multiplayer experiments on YT from not only VS but also other games, and I think I managed to come up with an interesting model/format of multiplayer experience for a large number of players that I just want to share with whomever might be interested.
As in many such cases, there would be a set of rules to follow to get all players on the same page, but I tried my best to design it in a way that wouldn’t limit players’ freedom too much.
Technical - Soft RP + PvP, competitive is the one phrase I would use to describe it. The game is played in seasons, each with a set start and end time. Each takes place in a new world, though there might be some overlaps from previous ones. I think 30-day months would work best: 16 IRL days = 1 in-game year (if I’m calculating this correctly), 10 years = 5+ months, without skipping nights. Limited map, maybe 10k x 10k, without polar regions, to ensure enough space. Admins would need to pre-gen the world and map, and divide it into territorial units - baronies - trying to keep them roughly similar in size. No protected land claims. No fixed spawn point - these should be relocated now and then for the sake of player distribution. With the map already uncovered, good spots can be picked for that.
This format focuses mainly on growing factions. Small groups and even solo players can still have their place, but the whole idea is faction-oriented. Each season has winning conditions designed to be difficult and time-consuming. Factions compete to complete one of the winning conditions first while generating Power Points (or whatever you want to call them). If none of the conditions are met before the time limit passes, the faction with the most PP wins. PP are gained by exchanging large amounts of resources, so they must be invested, not hoarded. I was debating using 1-3 lives per player, or even the GearToLife Mod.
Territory - The basic territorial unit is the barony. A few baronies can form a county, a few counties form a duchy, duchies form kingdoms, and kingdoms form empires. To be considered rightful rulers of a given territory, a faction must have enough PP (thresholds) and one crown (any type) per barony. Gold coronets can be panned or found in ruins, giving incentive for exploration. They can also be obtained as rewards or loot in events. I believe drop/loot chances could also be tweaked to make them more common than default. Additionally, other items could be valid as well. A faction attacked on their rightful territory would be considered the wronged party, with the right to seek compensation or retaliation, while still retaining the right to defend their own land and resources from unauthorized intruders.
PvP - Should be justified by RP reasons and the current state of affairs. I was thinking about using the Unconscious Mod to make things less accidental. In most cases, factions should follow the path of formal war to keep things honorable, let’s say. Wars are not declared willy-nilly, however – there is a set of predefined casus belli to use, which not only gives justification for war but also defines what can be gained. I can elaborate, but I don’t want to make this wall of text too big, so just as an example:
Claims - Any player who was at any point considered the Rightful Ruler of a certain territory (usually a faction leader) keeps a claim to that territory even if no longer in charge of it. They might one day try to take back what is rightfully theirs.
Concepts of Tyranny - This would be the main regulatory “force.” Tyranny refers to actions that skirt the edge of rule-breaking without fully crossing into it. It is a moral and political stain rather than an immediate crime. Some actions are inherently Tyrannical regardless of circumstance - such as breaking truces, willfully violating treaties, or ignoring a lawful surrender. In other cases, Tyranny would be determined by community consensus, reflecting collective judgment and moral outrage. Those declared Tyrants face looser restrictions in PvP and diplomacy: their enemies may strike with fewer formalities, and alliances may unite against them freely. Acts of Tyranny committed against already-declared Tyrants are not themselves considered Tyrannical.
Community Tribunal - Regardless of its composition, rules of joining, or voting system, it is meant to be a regulatory body that decides on new rules, changes to existing rules, accusations of Tyranny, and so on. This way, power is not entirely in the hands of admins, and the whole experience remains democratized and adaptable.
I could go on and on with more ideas and details, but I’ll leave it at this for now. Let me know what you think. Would you play something like this? Are rules and other meta implementations like this popular in the VS space?