Disclaimer: this is not a fully fleshed out idea.
With that disclaimer out of the way, I was just thinking about sort of implementing two systems. We’ll call these “players” and “pledges”.
Pledges are SORT OF like beacons plots, but not quite. Essentially, in addition to the number of actual beacons you get, players receive a number of GUILD-ONLY ‘pledges’. These are basically pseudo beacon plots you can give to any guild you want, but you only get a certain amount (i.e. 20 (the number is a placeholder)). They’d be controlled via a guild beacon (they’re basically beacon plots that you can only donate to a guild beacon and they’re separate from your personal beacon plots).
So I could give:
5 pledges to Guild A
7 pledges to Guild B
8 pledges to Guild C
The “Players” system is a tiered system that UNLOCKS different pledge totals for your guild. This can be linear progression or whatever you want (exponential or some other system, whatever seems balanced).
So 1 player could equate to +5 pledges or something.
For example: 5 Players start a guild. Each donates 5 pledges to this guild for their build/project/HQ/whatever. They recruit some more people.
Player 6 is heavily involved in other projects and only donates 2 pledges.
Player 7 really likes the project and isn’t involved in too much else. They want to donate 10 pledges, but with 7 members and 27 pledges accounted for, he can only donate 8 (to get a total of 35 (5 times 7)).
Player 8 joins and donates 3 pledges.
Player 7 donates 2 pledges. The guild is now at 40.
Doing something like +5 to the guild max pledges per player joining encourages joining multiple guilds. And since this system doesn’t use player beacons, people don’t have to worry about losing their beacons or whatever. They could still donate their beacons to the cause and use the permissions system or maybe some other system to allow different groups to join. But pledges would basically be like adding pseduo-beacon plots to a guild beacon controller without taking away from player-specific beacons.
With players leaving guilds, their (players) beacon total is not affected in any way. There’s no mess of trying to figure out how to give beacons back to players or any timeline for the guilds to figure out how to protect their projects after losing a member.
This would allow for abuse though. A guild could get 40 people to join, all donate 5 pledges. Boom, 200 pledges. 39 of them leave and take their pledges with them. Some guy just got a guild with 200 pledges.
So there’s still an issue of what to do in case someone leaves, but at least it’s not tied to beacons so it seems like it may be a little easier to handle. You could just say that the debt needs to be made up before you can add the next 5 (or however many) to the total, but that doesn’t prevent the abuse described above.
This bit still needs worked out (see disclaimer above). But I think it’s nice because it doesn’t allow for someone to donate a BUNCH all at once, like @Marlaney is saying (gives a sense of progression, especially if it’s something like +50 pledges for every 10 new members (instead of +5 for 1). It doesn’t tie progression to strictly money or strictly resources or strictly players, like @Zouls was saying. And it doesn’t affect personal beacons so you can still have a nice house or cool project on your own or with a guild.
Lemme know what you guys think (especially any thoughts about beating the abuse), it was just a thought that flashed in my mind as I was about to shut down my computer and head to bed. Definitely could use some work, but I think it’s a nice middle-ground maybe!
Edit: You could also tie in the progression model to give an alternative means of gaining pledges or +max pledges for a guild.