Hey, I have several suggestions regarding the caravan system. Please keep in mind that I don't know the extent of how much this has already been considered. The goal of these suggestions is to make an ecosystem with gameplay, decision making and trust at it's core.
1. Infiltration - Players who want to rob the caravan can choose to infiltrate the caravan guard. When they see fit, they can backstab the real guard to help the robbers and get the goodies.
2. Hiring caravan guards - When a caravan is formed, the supplier can hire guards (Players) to protect their goods from attacks. This would mean that, for a price, players would be incentivized to defend the caravans and not switch sides. The key word being incentivized, as they can still switch sides.
3. Specialized guilds - Since it would be difficult for suppliers to trust random players to protect their caravan (since they can just join the robbers), this is where specialized guard guilds come into play. They would operate on the promise of protecting caravans. As they earn reputation as trustworthy guards, naturally their price tag would increase. It's a perfect example of a healthy guild development as there would be a high demand for trustworthy guilds.
So how is this an ecosystem? Let me explain:
-Robbers will always be looking out for new caravans to loot.
- They can infiltrate the guards and backstab them for loot.
- They can also infiltrate guard guilds and backstab them since they would usually be protecting high value cargo.
-Suppliers will always need trustworthy guards.
- They can hire some random players usually for a small price, or choose to go with the more expensive option and hire specialized guard guilds. If they transport high value goodies, they would probably opt for the latter.
-Guard guilds will always need to uphold their reputation to get new jobs.
- Robbers can always infiltrate these guilds and backstab them, therefore ruining their reputation. These guilds must be managed very carefully as to not allow any potential robbers to join their ranks.
This concludes a full circle of gameplay where all sides are incentivized to engage in social interactions to improve their chances of obtaining coins.
I hope this suggestion can spark a conversation between the community and the game designers, as it would be really interesting to see how this system would play out in a real scenario.