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9 Alignment Teams server, Classic Everquest with better mechanics
Over the years people have constantly talked about how much they'd like to play on a Teams classic-inspired server, but we've yet to get one. Good vs Neutral vs Evil is commonly listed as a suggestion, but going even further with the 9 D&D alignments as teams might be even more interesting. The idea is to make each team feel very different from each other, but relatively fair in power level, via different classes being available to each team and updated class mechanics (approximately like this, addendum of Shaman and Necro getting rez, and also splitting Enchanter into 2 classes). There would also be a small grouping barrier between different races within each faction - you can not join a group if another race outnumbers you by more than 2 people (ex: a single halfling can not join a group with 4 humans in it, another halfling would need to join too).
Team #1 - "Lawful Good" Alignment Races: High Elves, Frogloks who worship Marr, Humans who worship Rodcet/Marr Classes: Warrior, Paladin, Bard, Druid, Shaman, Cleric, Enchanter, Psionicist Main limitations: Less damage, no feign death, less corpse recovery options Biggest benefit: Highest defensive capability Team #2 - "Neutral Good" Alignment Races: Wood Elves, Erudites/Humans/Half-Elves who worship Quellious Classes: Paladin, Monk, Ranger, Rogue, Bard, Druid, Summoner, Enchanter Main limitations: No rezzes Biggest benefit: Overall most versatility of any faction Team #3 - "Chaotic Good" Alignment Races: Kerrans, Barbarians and Humans who worship The Tribunal Classes: Warrior, Ranger, Rogue, Bard, Druid, Shaman, Wizard, Summoner Main limitations: Low amount of magical defense options Biggest benefit: Highest amount of mobility Team #4 - "Lawful Neutral" Alignment Races: Dwarves, Gnomes who worship Brell Classes: Warrior, Monk, Paladin, Cleric, Earthbender (specialized elementalist), Wizard, Summoner, Enchanter Main limitations: No movement speed boosts, no tracking or feign death, less corpse recovery options Biggest benefit: Overall best combination of in-combat combined offense+defense Team #5- "True Neutral" Alignment Races: Halflings/Gnomes/Erudites/Humans/Half-Elves who worship Karana or Prexus or are Agnostic Classes: Monk, Ranger, Rogue, Bard, Druid, Airbender and Waterbender (specialized elementalists), Wizard, Summoner, Enchanter, Psionicist Main limitations: No plate wearing tanks, no rezzes Biggest benefit: Most amount of classes available Team #6 "Chaotic Neutral" Alignment Races: Ogres, Barbarians of Rallos Zek, Halflings of Bristlebane, Humans of Solusek/Rallos/Bristlebane (Freeport only) Classes: Warrior, Shadowknight, Rogue, Shaman, Firebender (specialized elementalist), Wizard, Summoner, Enchanter, Psionicist Main limitations: Lowest amount of quick healing Biggest benefit: Most damage capability Team #7 "Lawful Evil" Alignment Races: Iksar Classes: Warrior, Shadowknight, Monk, Ranger, Shaman, Cleric, Necro Main limitations: No teleports, less crowd control options Biggest benefit: Only faction to be completely centralized and without grouping barrier Team #8 "Neutral Evil" Alignment Races: Erudites of Paineel, Gnomes and Humans who worship Bertox - all Evil Humans would be on that faction Classes: Shadowknight, Rogue, Bard, Necro, Wizard, Summoner, Enchanter, Psionicist Main limitations: No priests at all (Necromancers would be able to dangerously raid heal with "Infuse Health") Biggest benefit: Only faction to have every type of Mage Team #9 "Chaotic Evil" Alignment Races: Dark Elves, Trolls, Frogloks who worship Innoruuk (starting location: Swamp of No Hope) Classes: Warrior, Shadowknight, Rogue, Shaman, Cleric, Necro, Wizard, Psionicist Main limitations: Less sustained damage for certain content, no tracking Biggest benefit: Most amount of high powered tools Note that different races in a faction would still have different classes available to them; the above listing just shows every available class of those races together. The idea as a whole could be used for either a PvE or PvP server, although probably with some modified mechanics between each type.
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#2
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Welcome to Everquest, type '/jointeam1 or /jointeam2 ' to select your permanent PvP affiliation.
/jointeam1 Sorry, Team1 is currently full. You can remain unflagged or join Team2. | ||
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#3
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Quote:
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#5
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I have OP blocked. But looks like this should be in the "Off Topic" forum?
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Nuggie / Celelilly / Zackattacker - not guilded <TAKP> RETIRED Nuggiemag - <Sodden Seakings> formerly Ironborn Nuggie - Undead Mage on Old Blanchy (Classic WoW) RETIRED - Nuggie / Celelilly / Conavar - <Omni> formerly <Vesica Dei> P99 Duggie/Wuggie <Mythic Legends> EQ1-Lanys On to the Future in Pantheon | ||
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#6
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Quote:
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#7
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The idea has feet, but not as much so as the halflings vs the world server.
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#8
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frogs and cats in the playable race list? couldn't even clean it up and make it classic?
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dyzzi of asgard
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#9
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the reason why we need a red server is to show the GMs/staff that players can be reasonable when given an outlet beyond cry to GM quest.
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#10
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Interesting idea but ultimately I don’t think you’d have enough people on the server for that many teams. There would be teams that would be perpetually extremely low pop. Also makes it extremely difficult to know if someone has shown up in the zone who you need to be worried about since you wouldn’t be able to tell their deity
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