Helping Towns Recruit

It's become apparent from a quick look at the 'Pilgrims & Planters' forum that towns simply do not recruit much, people were openly surprised to see ONE recruiting thread and when their are recruiting threads the towns are invariably lead by clueless newbs. Recent posts from disgruntled players complain that towns feel they can not recruit because any recruit is highly likely to be a spy which will bring disaster. Now I don't know how common spies actually are, but if the feeling that they are present and the negative consequences are nearly infinite (complete destruction of the town and death of all members) then naturally people will be hyper cautious.
The main fears seem to be three fold
1) Spies can simply form a party with their co-conspirators to produce a party arrow and guide a hostile group to the town
2) On top of this the Spy will use any key given to them to open the town gates and let attackers in
3) Stupid newbs will be tricked into compromising security by either Trojan-horses or Scent-Fishing
I think this is slowly killing the group play aspect of the game and without towns we have less politics, less feuds, less utilization of end-game content and ultimately a narrower playing experience for most players.
Fortunately the Developers have already stated their intention to address the core problem, that defenses are so all or nothing and just about any breach by hostiles results in a total wipe. This is a great start but I would also add that reducing the importance of keeping a location hidden would be another benefit as it would largely eliminate the whole avenue by which #1 damages security. But more direct and immediate measures might also be necessary and I'd like to lay out some ideas to reduce the security risks of recruiting.
PARTY FIX: Fairly simple here when you think about it, new trial members of a town are unable to invite non-town members to a party. Senior town members can invite freely and trial members can inherit leader status of a party that includes non-town members, trial members just can't expand it a non town member without the assistance of senior members. This fix stops the trivial revealing of towns cold while imposing the least restrictions of the use of the party function, and their is still the potential to trick the seniors if your clever.
GATE FIX: Gates no longer operate by changing between an open and closed state, instead gates are simply collision-less for any person (and their dragged objects) who is keyed to the gate. A gate without a lock is collision-less for everyone. This eliminates the trivial gate opening vulnerability while having the very positive side effect of making gates less of a pain in the ass (particularly when dragging things) for everyone.
FISHING FIX: Items that have been stolen and could be tracked by scents can't be teleported back to ones homestead from Boston, the items will be graphically marked 'Hot' (with literal flame graphics if you like) so you can discard them and return home, this prevents both tricking newbs and intentionally passing a hot item to a spy. It is ok to bring hot items to Boston, trade them and consume them in Boston or craft with them or any other usage that would normal eliminate the ability to track them so a healthy market in fenced goods can still exist.
Lastly their are going to be a certain number of people who have played conventional hermit style and decide that they want to get into more high level content and start looking to be recruited by a town, or people may simply want to leave their old town and emigrate to a new one because living conditions are better. But this necessitates grueling long walks across the map which will both discourage joining towns AND necessitate revealing the towns location to any character that isn't brand new. Currently we get one free usage of the Wilderness Guide NPC, but if it could reset for each character every ~60 days, possibly also requiring that you have no personal-claim to use it then we would have a viable way to switch towns while not making it practical to use the Guide as a substitute for horses and other normal means of day-2-day travle.
The main fears seem to be three fold
1) Spies can simply form a party with their co-conspirators to produce a party arrow and guide a hostile group to the town
2) On top of this the Spy will use any key given to them to open the town gates and let attackers in
3) Stupid newbs will be tricked into compromising security by either Trojan-horses or Scent-Fishing
I think this is slowly killing the group play aspect of the game and without towns we have less politics, less feuds, less utilization of end-game content and ultimately a narrower playing experience for most players.
Fortunately the Developers have already stated their intention to address the core problem, that defenses are so all or nothing and just about any breach by hostiles results in a total wipe. This is a great start but I would also add that reducing the importance of keeping a location hidden would be another benefit as it would largely eliminate the whole avenue by which #1 damages security. But more direct and immediate measures might also be necessary and I'd like to lay out some ideas to reduce the security risks of recruiting.
PARTY FIX: Fairly simple here when you think about it, new trial members of a town are unable to invite non-town members to a party. Senior town members can invite freely and trial members can inherit leader status of a party that includes non-town members, trial members just can't expand it a non town member without the assistance of senior members. This fix stops the trivial revealing of towns cold while imposing the least restrictions of the use of the party function, and their is still the potential to trick the seniors if your clever.
GATE FIX: Gates no longer operate by changing between an open and closed state, instead gates are simply collision-less for any person (and their dragged objects) who is keyed to the gate. A gate without a lock is collision-less for everyone. This eliminates the trivial gate opening vulnerability while having the very positive side effect of making gates less of a pain in the ass (particularly when dragging things) for everyone.
FISHING FIX: Items that have been stolen and could be tracked by scents can't be teleported back to ones homestead from Boston, the items will be graphically marked 'Hot' (with literal flame graphics if you like) so you can discard them and return home, this prevents both tricking newbs and intentionally passing a hot item to a spy. It is ok to bring hot items to Boston, trade them and consume them in Boston or craft with them or any other usage that would normal eliminate the ability to track them so a healthy market in fenced goods can still exist.
Lastly their are going to be a certain number of people who have played conventional hermit style and decide that they want to get into more high level content and start looking to be recruited by a town, or people may simply want to leave their old town and emigrate to a new one because living conditions are better. But this necessitates grueling long walks across the map which will both discourage joining towns AND necessitate revealing the towns location to any character that isn't brand new. Currently we get one free usage of the Wilderness Guide NPC, but if it could reset for each character every ~60 days, possibly also requiring that you have no personal-claim to use it then we would have a viable way to switch towns while not making it practical to use the Guide as a substitute for horses and other normal means of day-2-day travle.