Project 1999

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-   -   Idea for T99 rules (/forums/showthread.php?t=127926)

Vexenu 11-13-2013 05:02 PM

Quote:

Originally Posted by Kastro (Post 1184425)
Making a "Red" team I see as somewhat of a safety valve... so if people get sick of their starting team they can leave... Add in some penalties like lets say... Exp loss on PVP death also ( those on starting teams don't have that ) or some other penalty.. so yeah you might end up with a top end guild playing that style... and some players who are gankers to the core... but make it worthwhile to stay on a team and a bit of a sacrifice to go Red... As far as switching back and forth... 1 week lockout... and to rejoin have to Sacrifice an unrezzed death for every member of your former team you killed ( had agro on when they died) in the past 30 days, plus some plat based on level... At minimum 1 unrezzed Sacrifice. so you may have to stop killing your former team for a month prior to rejoining....

Look at all the hoops you have to jump through to make this even halfway workable.

That's how you know it's a bad idea.

The best rulesets are the most simple. Hard-coded teams based on race or deity. Deity ends up being preferable due to class distributions between races (i.e. no short team Monks, Bards, Shamans, etc...).

I mean that last part of your post that I bolded? Come on, that's just ridiculous. Overcomplicate things much? There's just no need for something like that when there is a much simpler solution that's already been tested.

Kastro 11-13-2013 05:18 PM

Yeah I get that...

2 Hard coded teams and a 3rd Red book turn in team that is KOS in most cities and takes an exp loss in pvp would be the way to go.. so if one team is too big and one guild is dominating, another guild from within the team could go RED for awile to contest the content... just do a 1 week lockout or something....

Make Good team bigger, all classes, and Evil team.. the usual evils + half elves so they have all classes except Monk till Kunark...


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