Another thing to consider. Lets say you want to settle in a small cave. at the foot of a mountain, and somebody settles at the top. Plus how exactly does a land-claim flag work with a cave? Seems like it'd need to be different.
I was thinking it creates a zone of control, like how a torch makes a zone of light. Your ZoC would extend up and down until broken by skybox or terrain (cave ceiling, ground, cliff overhang thing).
This way, the caver's claim would claim the cave, and the mountaintop guy would claim the mountain and the skies. First one there gets priority.
Additionally, to prevent psychic guards homing in on you from across the claim Oblivion style, the ZoC doesn't alert you by itself - it only tells guards that if they
see someone doing something in the area,
then the security response (the alert and attacking) activates.
To reiterate (err, I should note that I am (erroneously) picturing the claim as a big walled up castle city):
One main claim totem thing
You can set various "citizenship" at this. You're the master of the claim, and you can set your bros as "citizens" or whatever, which let's em build on your claim. I guess they should be immune to "restricted" tags too.
Zone control only means your guards will attack violators in the area if they see them - it doesn't give the area omniscience.
Guards will respond to uncleared people building or destroying stuff. Later on they could respond to, like, megabeasts or whatever, too.
Three different claim flags: the Restricted flag, the City flag, and the Outskirts flag. All flag's effects are blocked by walls.
- Restricted flags a small area, but doesn't extend to the sky like the other claims, and marks the area as high security: every non-cleared a citizen is kill on sight in these areas. You use this in, say, your personal house, if you've got a big city thing, or the room you keep the claim totem in, and the guards will always have at least one patrol guy walking around here.
- City flags affect a medium-sized area that extends up skyward. It marks the areas as non-vital, but important enough to maintain a presence in. You'd use it in areas of your claim like your living rooms, walkways, and paths, or the castle walls and streets.
- Outskirt claims flags cover big areas that reach skyward. These are the far out areas of your claim - past your house's lawn, the surrounding acres. Patrol guards won't patrol in this area, but other guards WILL respond to building here, and scramble to stop it. This is to prevent that "build way up and dump lava on you" part.
There're three guard types, also. That'd be settable in the guard spawner, I guess.
- Sentry guards will stand in place and watch areas. They'd have larger sight ranges and keep constant surveillance in an area. On alert, they shouldn't move, so they could keep the area they guard secure - to prevent distractions from luring away your guards. You could set the area with a sentry flag, at which point one of the guards designated "sentry" will go to it. ...It would make sense for them to move if an enemy gets close, though.
- Patrolling guards will wander about by them selves in the Restricted and City areas. They provide a constant roaming eye that could reach or cover areas with walls or out of range of the sentry, and would respond to alerts, but would have a shorter viewsight not watched by a sentry, and might not cover areas consistently. Since they'll be alone they'll also be vulnerable, but could tie up enemies long enough for other guys to arrive.
- Response guards stick around by their spawn. When the alert sounds, they all run out and to the alert's site. They're basically muscle - since you send them in a wave instead of singularly like with patrol guards, they'll be much harder to fight.
Optionally/miscellaneous:
Guards require gold bars loaded in the spawner to spawn.
---Maybe the gold could be taken from an inventory kept in the totem? Be more secure that way.
Guards start naked like you. You have to smith up some armor and a weapon for them. This means weapon customization, which is awesome.
---Equipment doesn't degrade.
-----It may or may not drop on the guard's death, forcing you to recraft a whole new set. ...I'd make it so it doesn't, since that would be as annoying as managing arrows for your bowguards.
Repair NPCs could repair damage to your claim by recording your claim and the changes ONLY cleared people (you and citizen-cleared guys), and use that as a reference. They could check the place occasionally, and when they see the gaping hole left by that griefer's TNT, they'll patch the thing up, just like you do.
--- Getting the AI to figure out "hey! I should start from the inside and work out!" and how to climb up by dropping dirt or whatever
----- Do they magically create the proper blocks? Maybe they'd have to have an inventory in their spawner too, stocked with repair stuff?
Maybe the main totem should come with some guards?
...I've probably forgotten a bunch of stuff, but that's the proposal as of now.
Also, I wish to acquire enough gold to build a temple. That would be sweet, and totally not like Godville.