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Faction Ideas

Discussion in 'UHall' started by cazador, Nov 30, 2012.

  1. cazador

    cazador Crazed Zealot
    Stratics Veteran

    Aug 30, 2010
    Likes Received:
    Don't let the system die chaos order is not the answer its a cop out..fix the current system and add chaos/order as an add on like before

    Revamp the bases to be more fun add revolving traps that for an opposing factioneer means insta death break off the factions into branches for a unique feel as well as RP Minax [Jhelom Branch] and your bank or small faction base may be raided and it stolen from silver/gold/sigil you must defeat the faction guards which need to be much stronger add some depth to it so its not so blah..have trammel factions aligned with order felucca factions aligned with chaos a true good vs evil the faction gear may be worn in each facet with no durability loss but the opposing factions facet you loss durability like ephemeral .."trammies" may join a trammel based faction for Artie's but at the risk of being attacked freely anywhere in game but receive a boost to farming 5% increase this game is far past being one sided or impartial..reds need to be allowed into tram but may not attack unless orange or green..you want to make faction armor again which is useless now well for 2000 silver per mod (based of cap etc) you can customize each piece at the current imbuing weight and caps it is non dye able and recieves a special bonus based on leather or jewls or specials cloths you use maybe if you make a leather gorget with barbed leather you get a +3 to each resist after leather bonus so you can get good armor being a faction crafter and make it worth it once again make things for each class to entice them to join the system ..thieves may steal from all faction banks/bases/headquarters whatever..make rare steals or drops from guards that are super enhanced to today's modern damage outputs..like i said about revolving traps in every base that are or close to one hit kills if not found and disarmed (remove trap) so many things you can do to increase its fun factor over just saying ok we screwed it up (DELETE) fix the damn system

    ..end of rant
  2. Merus

    Merus Babbling Loonie
    Governor Stratics Veteran CasteoftheForgotten

    Aug 10, 2010
    Likes Received:
    Here was one of my ideas:

    PvP Revamp

    2 party faction system - Order/Chaos, Good/Evil, Minax/TB, Tram/Fel, Team Bert/Ernieā€¦ whatever
    Rank based on Kills/Assists/Defends/Captures/Deaths as display only (think TC) - Commanding Lord status bestowed on the member with the highest combined score
    Orange on all facets
    5 minute faction stat loss will only occur if you die to an opposing faction member while in Fel
    UO Store murder count wipe token - can only be used once per character every 24 months
    Faction artis for 10k silver each with no rank restrictions or decay but disappear if you leave the faction (tied to character)
    Faction membership requirement - successfully defend or capture alter - rough details below
    Character based requirement for membership (retain the 1 faction per account per shard restriction)
    3 day waiting period to leave a faction unless your membership expires
    If your membership expires, you could immediately rejoin a faction but would lose all factions statistics/artis on that character
    Requirement runs on a rolling 30 day timer, each successful completion would reset the countdown (joining faction = day 30)
    Random alter assignment to a Fel dungeon rotated each month
    Faction characters would receive a notification message when an alter is activated
    Once the alter has been successfully defended/captured it cannot be reactivated for 1 hour
    Defending the Alter
    Alter is activated by a minimum of 3 faction members submitting to defend (double click & accept gump)
    Alter will remain active for up to 3 hours (unless successfully defended)
    An active alter will produce a hued crystal which can only be claimed by the opposite faction
    To receive credit for "defending the alter" you must protect the alter for at least 1 hour - You will not be able to accept the gump if the alter has less than 1 hour of time remaining
    Once you submit to defend the alter that character may not leave the dungeon and will not time out if you log out until your hour expires unless the alter is captured
    Once all defenders have completed the 1 hour minimum the alter will marked as defended
    Capturing the Alter
    An opposing faction member must double click the crystal to claim it
    Once claimed that character will receive a special hue designating them as the carrier - think faction sigil
    The crystal can be passed to other faction members by double clicking them
    If the carrier dies, the crystal will revert back to the alter
    To successfully capture the alter the carrier must exist the dungeon
    To receive credit for "capturing the alter" your character must have been a carrier
    Each successful defender/capturer would receive 5k silver
    Each shard would have a tracking system by calendar month of successful defends and captures
    The commanding lord of the faction with the highest combined total would receive a choice of 1 available faction town to control for the next 4 months
    #2 Merus, Nov 30, 2012
    Last edited: Nov 30, 2012