Quote:
Originally Posted by Kastro
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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....
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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.