Given the above division of factions, you would have the following class restrictions upon server launch:
Evil faction:
No: Paladin, Druid, Ranger, Monk, Bard
Good faction:
No: Shadow Knight, Necromancer
Neutral faction:
No: Shaman
I know I said before that since SK's can start in Qeynos, let the good team have SK's. But now that I see that the evil faction will be missing 5 classes until Kunark release when they add monks, I think you have to take something away from the other factions.
Therefore it makes sense to put Halas on the good faction since otherwise the neutral faction would have every class available. The evil faction still gets screwed on classes, but this is balanced by the fact that they have Grobb and Neriak, the two closest mele bind points for Sol B and Guk.
So to make this work, all the devs need to do besides the engagement coding is disable SK's and necros for Qeynos.
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