I also don´t want more or less leaders with the power to stop player projects at once aka one opinion over many.
I remember that Kern wrote that *key positions* in PtP 2.0. will be filled by NPCs so that we have a Warmaster NPC and an Ambassador NPC while An'Jhali as pour Illhar is the last instance.
So players probably won´t be able to take over such powerful positions and if Thalar wants help then it´s up to her who to select to help her and what their work will be. It would be better if it´s only guiding/advising and not interacting/rejecting at the players idea.
For example lets take the Sargs. In PtP it happend three times that several people, sometimes over 10 persons wanted that we meet with the sargs leader for diplomatic issues. However, that never happend as the one in Ambassador charge delegated it further away cause it wasn´t a urgent case. That´s nothing against you, Xexe, as i think as well that back then there were first no good opportunity to talk to them and second it was to risky to do so for your own and your escorts lives.
However, there were people who wanted that talk to happen and it was asked three times.
Now in PtP 2.0. those people could select one or some of their group to meet with them to act as diplomats. As long as those 10 people vote for it, it will get through.
But here it is where we need guiding and advising, interacting and rejecting like in the beta shouldn´t be there as it destroys the 10 people motivation to play any further if their moves/plans/ideas are always ignored by one or two persons.
In PtP 2.0. there should be someone telling them, that can be Thalar or one of he selected *admins*, that this is a risky idea and can be very dangerous for their CS lives. If that willaffect the 10 peoples determination or not an if they still do this action or not, should still be up to those 10 individuals.
The biggest problem i see for myself in PtP 2.0 is not in the *action* department aka do we need a few people as leaders who tell the rest who are not what to do and what not, but in the *ressource* deaprtment.
It looks like this:
Ressource jobs - Tool/stuff making jobs who use ressources - jobs who use those tools
Ressource jobs would be like miner, harvester and most likely as new one: wood cutter
Tool/stuff making jobs are Smiths, Techs and Crafters
Jobs who use those tools/ressource are Warriors, Scouts and Builders
Now here comes the problem. We see that we need miners and harvesters so that smiths and techs get enough ore, gems and other stuff so that warriors gets their armour and scouts their crossbows. We kow that smiths can build some toold for harvesters to make their work easier as well as techs can build some tools to make miners being more efficent. Warriors will protect and scouts scout the area.
But now what if follow scenario will happen:
We got 10 unit of ore in the store room, of the 8 miners we got only 4 turned in their action to get more ore. With their tools each miner makes 2 units rsulting in 8 extra units.
Now the smiths turn those 18 units into steel resulting in 9. But here comes the problem, the scouts demand more arrows as they don´t have enough for their upcoming feral hunt, but some smiths are already busy making steel while the rest had promised/works already together with the techs to turn those 9 steel bars into golem stuff to build a golem.
What if other remaining smiths says *sorry, i´m busy making armour.* or *making arrows is boring, i already promised to build on that golem*. The scouts would stand there with no arrow at the end of the turn though the ressources where there, the ones who could make them didn´t as well as they couldn´t make arrows as the steel bars were already used for the techs golem.
In PtP 2.0 i believe we might get into such situations some times were not enough ressources needs to be split between several projects OR one or two projects needs to be halt for one or two turns.
Now a way to avoid that would be that some players who are harvesters be miners for this turn so that enough ore can be produced to be turned into enough steel. But we know that if this will result that the harvesters first can´t do their original job as well as gain no level/exp in their original job.
This is where the Multis (many chara Player) and Sings (one chara Player) would come in as Kern already mentioned that feature.
The multis got one main and maybe two sub charas. If those multis see that there´s a problem in another job branch, they can halt their main and use one of their sub to help out there.
Fpr example a warrior main who also is a smith sub and a crafter who´s a miner sub. The crafter player let his crafter rest a turn as he can only use one of his charas, so that he can help getting more ore. The Warrior will not train/patrol this turn as he sees it more important to make arrows for the scouts as smith though that´s not his main chara
The SIngs aka the ones who only use one chara aka only one job are high-leveled specialists, so a level 10 smith who decides to make arrows will be able to make 10 in one turn while a level 2 sub smith can only do 2. Also a high-level warrior/crafter may be able to do the share of their colleagues who are helping out in other jobs, so could a level 12 crafter do the extra work of the now missing level 6 crafter who helps out as level 3 miner right now.
That´s just how i see it. If we get many projects/different ideas we gonna need a ressource system to avoid that some groups ge superior control over those or deny other new groups the ressources they need.
That´s where admins could come in if Thalar needs them.
I say for now, we should wait till PtP 2.0 starts and wait if Thalar cannot do the whole work in the first month.
But as someone already said, only half of those 250 plays and around half of them are more then 3 times per week in the forum. So i believe Thalar will be able to do most work.
Let´s wait and see and discuss till then how we want to name our new home/settlement. It needs to be a new name instead of Ther'avare, something fitting our new made home above under the sun and in the forrest.
Good luck on your writing career.