However I don't really like the ways you suggested implementing it because it seems to totally worsen the much needed guild diversity balances (ie it seems everyone would have incentive to join the biggest dominant guild to control all areas so they get exp bonuses etc)... Basically it's demoralising enough playing in a minor guild already where you get thumped day in day out at key battles, OADs, leveling etc - in my opinion adding a system that further messes up guild diversity like this will end up reducing competition rather than creating more (cos it will likely result in a 1 guild game with everyone else quitting - EO is prolly getting quite close to this already and many players have already quit/retired cos of the guild domination issue)
I think the overall idea could be really good though, but I think u need to make it work to PROMOTE guild diversity, not hinder it. Here is an example of how it could be helpful in promoting guild diversity:
- Step 1: Make levelling areas be all under the domain of closest town (eg logging area and Kakegi belongs to Canopia, dwarf mines belongs to drelvar etc.) and introduce a "town hall, castle, mayors office etc type room" to be the capture/control room for each town
- Step 2: Make the reward for holding the town say 1-3% of all gold given out from exping, quests rewards and any commerce done (ie buying/selling stuff from shops, auction house, healing at temples , maybe even bank deposit amounts etc) in that towns area each week (kinda like the guild tax)
- Step 3: each guild can only capture/hold 1 town at a time (ie they have to choose whether they would rather hold Huldar (for dreads), Arkan (for Ref and big cash leveling/quests), Seamoor (which has crap leveling cash but good cash from has the auction house) etc... This will promote Guild diversity cos it means that everyone joins Guild A will leave untapped cash sitting in other uncaptured towns that is potentially available for opportunistic ppl to gcreate and hold. Ie you limit how much benefit the biggest guild can actually get by restricting the reward to 1 town anyway. With this, you would probably go from 2-3 super guilds to as many guilds as there were capturable towns.
- Step 4: find a way to do the siege/capture that promotes active play. Eg it could be within game like charging into a town and storming the castle by killing any defending players/npcs (could be automated without need for event staff) ...Or you could try making it more formally structured by running weekly guild-wars event and first place gets first pick of town, 2nd place gets next pick etc (gives ppl incentive to actually do the event)
The above is just an example. Step 3 is the crucial step/mechanism. Steps 1,2,4 are just ways you can also achieve other aims (eg steps 1&2 give reason for ppl to choose to hold Seamoor area etc, step 4 could help win promoting guild events etc)
Hope that helps. In any case I cannot stress enough the importance of promoting guild diversity rather than hindering it with a mechanism such as this!