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Human team:
Qeynos
Surefall Glade
Halas
Erudin
Paineel
Evil team:
Neriak
Grobb
Oggok
Elf/shortie team:
Rivervale
Kaladim
Kelethin
Felwithe
Ak'Anon
Contested city:
Freeport
The following race/class/team combinations woud be allowed to start in Freeport that are not part of the human team:
Human bard (Evil team)
Human monk (Elf/shortie team)
Barbarian shaman (Elf/shortie team)
There would be no customization (such as trainers or spell vendors added to Freeport) to make Elf team shaman viable. If you walk around Halas saying "I like faries and midgets," you get exiled. If this is the combo you choose to play, then finding a way to get spells and training is your problem.
If you are an Elf team shaman, the names of all Human team members will appear red to you and vice versa. Same for Evil team bards and Elf team monks. Anyone creating a character in Freeport should receive a message stating that Freeport is a contested city and characters from all three teams can be created there so that they are warned of the possibility of low-end PvP within their starting city.
Following are optional rules that could be implemented for the Classic era, then removed according to a timeline similar to the removal of item loot on Vallon and Tallon Zek:
1. Item loot
Single item loot existed on the teams PvP servers until June 22, 2000 according to
this, shortly after the release of Kunark on April 24, 2000. A similar timeline for Teams99 would be completely classic.
2. Rep Yo City
The majority seem to want hard-coded teams, and the above setup provides that by dis-allowing guilding and grouping across team lines. However, Rep Yo City is a great compromise between the failed Sullon Zek experiment (fully-hard-coded teams) and the vastly more-popular Race War ruleset (soft coded teams).
Players would still be restricted from grouping and guilding across team lines, but would be PvP+ against players that start in a different city. In other words, Human team players who start in Paineel would be PvP+ against Human team players from Erudin, Qeynos, Surefall Glade and Halas.
I suggest that the city-based PvP component be removed around the same time item loot is removed. On Vallon Zek, the teams fought among each other for a time before settling into a light vs. dark dynamic that lasted until shortly before the Zek merge. This would allow for a similar "Wild West" feel during the early stages of Teams99 before settling into a more-rigid Sullon-style teams structure as the server ages.
Sirken has stated that his non-classic ideas to work around missing classes for the various teams were shot down. The above contains no non-classic elements. Bards were allowed to play on the Evil team and human monks could pick Good or Neutral on Sullon Zek. Basically, this is like a Sullon-style server where, instead of the good and neutral teams sharing starting cities while the evil team leveled in safety, it offers starting-city safety everywhere except Freeport, where characters from all three teams can start.
I also highly recommend a 5-level spread for PvP. Four levels is too restrictive and opening it up by that one extra level would make a huge difference in the amount of available PvP.