There\'s a thing i really hate in mmorpg\'s and that\'s the mixing between \"clans\" and \"guilds\".
- Guild is a community of people with samiliar jobs and is formed in a distinct hierarchy.
any sign of a self-political power is looked upon as rebellion against the government.
- Clan is more like a game term (which is renamed as \"guild\" to give it more of a medieval tone, although it actually does the opposite in my opinion), for a group of people, ussually with basic hierarchy (leader, sub-leaders and members) trying to be as much self-efficient as possible - politically, physically and economy wise. (therefore clan is a more suitable term here).
That actually brings a point to zerius way of view, clans are actually a (very) miniature attempt of a government, therefore we aren\'t talking about guild wars, we\'re talking about clan wars with troopers, and to have it make sense he suggested that there will be npc troopers, because it seems a bit odd with this small quantity.
Must towns are formed by some kind of political entity (government), so being a hardcore roleplayer, if it was up to me i would execute every so called \"guild\" (clan) member in the equisation of a rebelleion against the emperor (or whatever that big boss is named) ^^
A few people mentioned in this thread that guilds (clans) should have their own dwelling place (buildings/towns/castles - outside known town)
and Cyberchu i believe suggested a nice thing i have seen in a few other games, where there were player run towns, and to upkeep such a town, governors could recruit a certain number of defense units, for example gate keepers, archers, etc.
This wasn\'t done to give a certain side an advantage (since must guilds hire the same number of npc\'s) but it\'s an atmosphere thing because clan are ussually small, and it gives it a more realistic tone to the clanwars, and more length to the war.