Its apparent that many players will want to work in the military branch of an NPC faction, running out to meetup with platoons of troops fighting in skirmishes at random destinations around the world, participating in siege battles, and what have you.
For performing these duties, there should be monetary compensation, amenities, and other bonuses on top of the sheer thrill of fighting in 200v200 battles (even though that's all anyone really wants.. ye barbaric yokels).
In the past, it was once possible to hire yourself out to trade caravans as a bodyguard, and upon reaching the intended destination safely, the player would receive a flat sum of money. The same system could be applied to military work performed such as:
- Receive 100 c. and 20 "<faction> military xp" for arriving at designated location of friendly troops on-time
Receive additional pay and "military xp" for each killing blow landed (or simply damage dealt) during course of the fight
Receive additional pay and "military xp" for each point of health (2 c. per point?) provided to friendly troops by medic'ing
Flat bonus for surviving
Severe penalties, or loss of employment, for abandoning friendly troops
...
This can also be applied to literally any form of employment within any NPC faction such as:
- Hired as a town guard by the town governor, earning a steady paycheck daily for standing watch over the town, protecting against incursions, and keeping the peace
The aforementioned caravan guard, once its been rectified and re-added
Selling a pre-defined stockpile of goods as a town merchant (possibly allowing for adjustable prices to make a personal profit)
Stealing goods as a thief
Causing chaos as a bandit
Capturing slaves as a hired mercenary
These mercenary prices could be negotiated at "job boards" located throughout towns and outposts, giving the player the freedom to pick their price for the job they want to perform.
The chance for the player to receive said job could be determined by a ratio between the skills/attributes required to perform the job and the price set by the player (high price and low stats being the worst chances).
For non-merc jobs, the payrate could be determined initially by the character's stats upon starting the job and steadily increase over time as the player remains duriful/loyal to the town/position.

