I think this is what IS is already working towards, in light of the how unchanging node structures are going to be. Tthis is going to be very interesting in the first 6 months. There will be a race to build up nodes and alliances. The "land grab" phase of the server start, where nodes are being built up and parent/vassal structures get setup.
There can only be something like 6 alliances total. Maybe a couple more.
Then, after 6-12 month (population dependent) those node alliances structures will be fairly fixed. But, they will be different for every server, rather than being pre-set by the game devs. And these alliances will have grown organically. People in one cluster of nodes will have been playing together (mostly, heh) to build up those nodes.
I think AoC should definitely do more to build on node alliance cohesion, although I'm not sure how that can be built up. Here are some thoughts:
- PvP should be disabled between node's citizens for certain node v node pvp-related activities. For example, after the node war demo they talked about a period of enhanced looting in the attacked area for the victors. During that time, I'd think that the winners should not be able to attack each other. This one may be node specific rather than alliance specific.
- During node wars/battle, alliance citizens can only fight for the node in their alliance (no turncoats....they're probably spies anyway)
- Node buffs should be shared within an alliance with other nodes. Not necessarily at full value. Possibly they should stack for extra benefits. A major/minor buff system would work well here. IE, if my node has the buff up for +crafting success (major buff), and my parent node also has the buff up for +crafting success (since it's not my node I get a minor crafting success buff at half value), I can get +1.5x crafting success
- A limited time node project for the top parent node: War assistance. If war is declared by or against one of your nodes the entire alliance flags to the enemy node and that node flags to your alliance. If both sides do it you have alliance vs alliance auto-flagging. Optionally have this as just an alliance setting with a cooldown to change it
- A limited time node project for the top parent node: Pax. All alliance members are unable to fight each other on inside of alliance nodes. Optionally have this as just an alliance setting with a cooldown to change it
- Possibly alliance members are unable to loot each other's corpses unless they are in a party/raid together. I'd say just drop less when killed by an alliance member, but that is abusable in PvE
What are some other ideas to make alliances more "allied"? Since you literally can't choose who is a Citizen in your alliance, there need to be some external rules to bring them together.