I'll have to consider carefully what I want to write it, as I'm completely split up on the matter.
On the one hand, I would really like to see more warfare on
plymouth providence. On the other hand, you must now consider that with the current system (time-limited gluttony, however much you and I love it or not) there is a time limit on how long it will take you to get back where you were.
In this viewpoint, I do not like the direction you are going with professions. The new skills you are introducing have such high requirements that losing, say, the one high-end tailor you have, will set you back for months will you build it back up. In my opinion, permadeath can only really work (and not work in the way we have now, with only low-end
criminals falling to the big factions due to ignorace/bad defences) when the characters involved are -to a large extent- replaceable.
To me, the permadeath experience must be weighed against the time investment required for a character with which one can reasonably partake in it. Right now (and definitely with the new soaks on walls) that balance is -to me- tipped hugely against partaking in fights/permadeaths. You will not see big faction wars right now as the loss of a single character is by far not worth the satisfaction of destroying one of the other factions' characters. Definitely when you consider that you are pretty much inviolate from said other faction due to things like waste claims and the requirements for high bile fighters because of wall soak.
But back to the question at hand. Maybe such a carebear (as I freely admit I am) approach is not a bad thing for the persistent(ish) server providence is supposed to be. I too have voted for the first option. Keep providence as it is now (more or less).
Give us expeditions with
ridiculous rulesets. Expeditions without the ability to build walls. Expeditions where every character dies after a week. Expeditions without personal claims or with no skill requirements for crimes on a tiny map. Expeditions without the possibility for quicktravel (but then, logically, also without the need for silver upkeep). Maps where only tiny portions of the map allow for building stuff (on the order of 10x10 patches), except for fields and some island-like nodes. Maps that consist largely out of islands. Go crazy!
But keep in mind that the fun of permadeath should be weighed against the time investment required to partake meaningfully. Speed factors are a dirty way of doing it, but boosting gluttony speed with fancy new ingredients/recipes is another option. If you arrive at the right point here, then towns will gladly go on expeditions for even the tiniest of benefits on providence.
Well, that became longer than planned

have a
