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View Full Version : How about geographically defined teams?


One Tin Soldier
11-16-2013, 05:40 PM
I'm just bored right now so I figured I'd post yet another teams suggestion for you guys to rip apart.

Three teams not based on good vs. evil or Gods or faction but simply based on which starting cities are closest to each other. Basically it revolves around an assumed conflict between Qeynos and Freeport. You could make up some story excuse for that if needed I suppose.

Ok so say that Sir Luclin of Freeport borrowed Antonious Bales hedge clippers one day. After a few months Bale asked for them back but Luclin claimed he had already returned them. Naturally this escalated into full blown warfare.

The barbarians and Erudites began assisting Qeynos because they had mutual support treaties or some such and thus the western alliance was formed. Because of this the war was going badly for Freeport. In desperation Freeport made a pact with the dark elves. The dark elves brought the ogres and trolls into the pact. The citizens of Freeport were uneasy about this but couldn't be picky at this point and so the Eastern Antonica alliance came to be.

The formation of this Eastern alliance scared the crap out of the Halflings who had hoped to remain neutral. With this new development they decided to join the Western alliance rather than be the weak power between two strong powers and they certainly wouldn't join an alliance with dark elves.

Meanwhile the races of Faydwer concluded they had better form their own alliance rather then be picked off one by one and so they created the Faydwer alliance.

So there it is. Three teams with humans split between two of them. Humans who start in Qeynos in the Western alliance and humans starting in Freeport in the Eastern alliance.

So you have:

Western alliance---Humans and half elves of Qeynos / surefall glade, Erudites, Barbarians, halflings.

Eastern alliance---Humans and half elves of Freeport, Dark elves, Trolls, Ogres.

Faydwer alliance---Dwarfs, High elves, Woodelves, Gnomes. Half elves if they can start in Kelethin...I can't remember.


Ok so the Qeynos team gets every class. The Freeport team lacks only druids and rangers. The Faydwer team lacks only monks and shadowknights (edit--and shamans).

I suppose you could allow players starting in Surefall to chose between the Qeynos and Freeport teams and then the Freeport team would have druids and rangers.

Fixing the missing classes from the Faydwer team is harder and would require non-classicness. Gnome shadowknights? Wood elf monks?

I dunno. The main appeal of the for me is that it gives each team a localized stronghold on the map. You know, this is OUR territory kind of thing.

Discuss.


Edit: I forgot Iksar. See later posts for my thoughts on that.

Loto
11-16-2013, 05:43 PM
I like this.

One Tin Soldier
11-16-2013, 05:45 PM
I like this.

Yay!

Eslade
11-16-2013, 05:57 PM
cool, let's f over faydwer.
http://www.reactiongifs.com/wp-content/uploads/2013/09/hell-naw.gif

One Tin Soldier
11-16-2013, 06:02 PM
cool, let's f over faydwer.
http://www.reactiongifs.com/wp-content/uploads/2013/09/hell-naw.gif

Explain please.

Also, I forgot the lizards. I don't know what to do with the lizards. Maybe let's just not even have Iksars. Never did like 'em.

Oh, or maybe let them join any of the three teams.

Stupid lizards...messing up my cool idea.

Lowlife
11-16-2013, 06:03 PM
Fay team needs monks and shaman

Lowlife
11-16-2013, 06:13 PM
Also the idea of teams leveling unfettered i.e. the fay team going the usual cb->ur gauntlet without ANY pvp interference is kind of.. blue. Unless you get 40 of your closest friends to breach the Kaladim docks from freeport like its fucking Normandy, it isn't really fostering competition.

Pudge
11-16-2013, 06:16 PM
fay team would get fucked. the Good team on sullon had fay. All we had was Mistmoore. Evils controled guk, and Sro, like they do in this scenario.. so they get Jboots and manastones while Faydwer gets.................. hooded black cloaks.

Lowlife
11-16-2013, 06:18 PM
I mean it might work.

Risk is set up like this and its fun as fuck.

http://www.gamesmuseum.uwaterloo.ca/VirtualExhibits/Whitehill/risk/game.jpg

nilbog
11-16-2013, 06:23 PM
I mentioned a rudimentary version of this with only 2 teams.. just to see if it had ever been considered. Not necessarily even suggesting we do it, but anyways here ya go.

http://www.project1999.org/forums/showthread.php?t=116528&page=46

3 teams gives even more possibilities.

Potus
11-16-2013, 06:34 PM
Also the idea of teams leveling unfettered i.e. the fay team going the usual cb->ur gauntlet without ANY pvp interference is kind of.. blue. Unless you get 40 of your closest friends to breach the Kaladim docks from freeport like its fucking Normandy, it isn't really fostering competition.

This actually happened on Vallon Zek one of the first days it was up and it was hilarious to see. Ogres dying on the Butcherblock docks en masse.

big mouth chew
11-16-2013, 06:40 PM
didnt read but i bet its a fucking terrible idea

Lowlife
11-16-2013, 06:42 PM
3 teams > 2 teams

Lowlife
11-16-2013, 06:44 PM
This actually happened on Vallon Zek one of the first days it was up and it was hilarious to see. Ogres dying on the Butcherblock docks en masse.

lololol

One Tin Soldier
11-16-2013, 09:03 PM
Thinking some more about the Iksar whom I somehow completely forgot in my original post.

Allowing the Iksar to join any of the three teams would solve the missing classes problem for the Faydwar team. It might also help to prevent the Freeport (dark team) from totally dominating Kunark if the lizards were split up. But it would be pretty rough for young Iksars starting out in the chaos of having three teams in one home city.

Alternatively the Iksar could simply be added to the Faydwar team. Roleplay excuse would be that the Faydwar alliance hired them as mercinaries or something like that. This would help prevent the Freeport team from dominating Kunark but it almost seems like the Faydwar team would be getting a bit too much now. Five races entirely for that team compared to the other teams getting three of their own and splitting humans.

One Tin Soldier
11-16-2013, 09:05 PM
I mentioned a rudimentary version of this with only 2 teams.. just to see if it had ever been considered. Not necessarily even suggesting we do it, but anyways here ya go.

http://www.project1999.org/forums/showthread.php?t=116528&page=46

3 teams gives even more possibilities.

Ah, well you know I'm kind of hit-and-miss on these boards so I miss a lot of stuff. Didn't realize anyone else had suggested something like this previously.

Dullah
11-16-2013, 09:16 PM
If every race/class combo can't choose the team they want to join, server will be horrible. Even item loot won't save it.

Tassador
11-16-2013, 09:22 PM
Every race join any team can I get demon hunter class on this custom.

One Tin Soldier
11-16-2013, 09:28 PM
Also the idea of teams leveling unfettered i.e. the fay team going the usual cb->ur gauntlet without ANY pvp interference is kind of.. blue. Unless you get 40 of your closest friends to breach the Kaladim docks from freeport like its fucking Normandy, it isn't really fostering competition.

I see your point and I'll admit that some of the best fun I had on Sullon Zek was the newby wars in Blackburrow between neutral and good team. But is it that big a deal?

You won't get many battles between level 1-10 people but by the time you start getting up around the high teens the Qeynos and Freeport teams are going to start bumping into each other a lot out there in the karanas and commons. Also, for the classes who can bind themselves, they will start showing up in enemy territory as soon as they can cast bind. They will bind in some safe spot and then go looking for trouble.

Once druids and wizards start getting their group port spells incursions into enemy territory are much easier.

Hmm, the Faydwar team will be most isolated until group teleports are easy to come by. After that the Qeynos territory will seem more remote.

Lowlife
11-16-2013, 09:42 PM
I see your point and I'll admit that some of the best fun I had on Sullon Zek was the newby wars in Blackburrow between neutral and good team. But is it that big a deal?

You won't get many battles between level 1-10 people but by the time you start getting up around the high teens the Qeynos and Freeport teams are going to start bumping into each other a lot out there in the karanas and commons. Also, for the classes who can bind themselves, they will start showing up in enemy territory as soon as they can cast bind. They will bind in some safe spot and then go looking for trouble.

Once druids and wizards start getting their group port spells incursions into enemy territory are much easier.

Hmm, the Faydwar team will be most isolated until group teleports are easy to come by. After that the Qeynos territory will seem more remote.

I almost want to roll a human JUST for the launch blackburrow experience again

Kastro
11-16-2013, 10:14 PM
I almost want to roll a human JUST for the launch blackburrow experience again

Yeah the Everfrost / Blackburrow PVP was awesome on Sullon Zek when it first came out..

Ebony
11-16-2013, 10:20 PM
I mentioned a rudimentary version of this with only 2 teams.. just to see if it had ever been considered. Not necessarily even suggesting we do it, but anyways here ya go.

http://www.project1999.org/forums/showthread.php?t=116528&page=46

3 teams gives even more possibilities.

Each Team having strongholds makes Teams the most Fun.

I like Nilbog's 2 teams server & One Tin Soldier's 3 Teams for this. Splitting Teams by Region, Race or City all can work really well IMHO.

Joseppi
11-16-2013, 10:42 PM
I like this.

Ebony
11-16-2013, 10:43 PM
you would only see pvp via twinks and griefers

So you're saying it will be JUST like the FFA server we're on now? Because that's exactly how it is on Red99 if you haven't tried it yet.

I don't mind the twinks and greifers myself but if they are a problem for you like you say then Teams will be a big improvement over the current ffa server.

that would mean no pvp if you level where you start

Unless you plan to stay under lvl 20 & in your own newbie zone your WHOLE life on the server, that shouldn't be a problem.

& another flaw with your complaint, if you so love newbie PVP then this sort of server will be a DREAM for you. Just run your newbie char to an enemy Stronghold and you will have newbie PVP 24/7/365. :rolleyes:

I like most Region/Race/City Teams servers. I don't mind the Teams starting close together or far apart.

Kastro
11-16-2013, 11:26 PM
With Item loot Twinks dont get a free ride...

Just make sure De-Leveling doesnt work, and Higher level buffs are fully dispellable by lower level toons...

Twinks have a huge advantage... but if they can lose their best items... I would call that a fair trade... where it got broken was with de leveling, level 60 bufs on level 6s... and Twinks in full No drop except for a Fungi or something...

Lowlife
11-16-2013, 11:36 PM
With Item loot Twinks dont get a free ride...

Just make sure De-Leveling doesnt work, and Higher level buffs are fully dispellable by lower level toons...

Twinks have a huge advantage... but if they can lose their best items... I would call that a fair trade... where it got broken was with de leveling, level 60 bufs on level 6s... and Twinks in full No drop except for a Fungi or something...

twinks like Mrbig take down entire groups of legitimate leveling lowbies in rawhide and shit. the interaction between twinks and item loot is that lowbies get their cloth taken 9 times out of 10.

SamwiseRed
11-16-2013, 11:50 PM
If every race/class combo can't choose the team they want to join, server will be horrible. Even item loot won't save it.

sounds like wow.

Kastro
11-17-2013, 12:23 AM
sounds like wow.

Maybe so... They do have more than 100 people playing on their PVP servers at any given time... So yes it is pretty lame... but if having balanced teams can lead to a healthy server pop it might be for the best...

SamwiseRed
11-17-2013, 01:12 AM
if wow has it right why are you here exactly?

Sixsixsix
11-17-2013, 01:19 AM
I love the idea of geographically defined teams. It makes territory feel meaningful, and it balances classes.

Aenor
11-17-2013, 05:07 AM
I mentioned a rudimentary version of this with only 2 teams.. just to see if it had ever been considered. Not necessarily even suggesting we do it, but anyways here ya go.

http://www.project1999.org/forums/showthread.php?t=116528&page=46

3 teams gives even more possibilities.

http://s3.amazonaws.com/rapgenius/1351482670_westside.jpg

Westside, nigs.