The above ruleset is sure to relegate the neutrals to what the Good team was on SZ. 10% of the server and a PITA to the other teams at best. The below set you revised around page 3 or 4 from your thread I think allows for a better 3 team viability via making each team attractive through class combos or default areas on zone control.
Quote:
Originally Posted by Aenor
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Ok I'm in. By popular demand the factions/teams are:
Evil faction starting cities
1. Grobb
2. Oggok
3. Neriak
4. Paineel
Good faction starting cities
1. Rivervale
2. Qeynos
3. Felwithe
4. Kelethin
5. Halas
Neutral faction starting cities
1. Surefall Glade
2. Kaladim
3. Erudin
4. Ak'Anon
5. Freeport
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Denying the Evil team of Bards, and having a 3-6 month gap without Iksars will give Good/Neut time to build up factional strength, as the evil time will no-doubt maintain a robust population regardless. Denying the Neutral team of Shamans, but providing them strategic advantages via proximity and control advantages to Freeport, Butcherblock, OOT, Erud's Crossing, Boats to Kunark and a monopoly on Epic quest items and zones for rogue among other tiny perks allow them to maintain viability, whereas the Good team has a wide birth of classes available to them.
I think this setup is more viable than any of the team setups from Live.