Machine slayer: 80% or more killed are machinists
Merovingian slayer: 80% or more killed are merovingian
Zion slayer: 80% or more killed are zionites
Peacekeeper: more heals and rezzs than kills
Streak:
Best winning streak could appear in bio (kills without dying)
CQ management:
Solo: +5 for killing a higher level, +1 for same level or within range (construct range), -5 for much lower level.
Team: +3, +1, -3
Rez: +1
Heal more than 50% hp: +1
Bad/neutral/good path:
Bad will see their cq only decrease (by attacking lower levels and helping other criminals with rez and heals)
They become criminals once their CQ goes below -1000. They dont get points for killing other criminals.
Neutral would get normal cq distribution. They can become criminals or
justicier. more balanced and easier to manage but no CQ reward because
of the stance. By changing path their cq is reseted.
Good would get more cq killing criminals, no cq killing neutrals
but would lose a lot for killing a lower level or Justiciers as well as
healing and rezzing criminals. They become Justiciers once cq reaches
1000.
Trading CQ points for stylish clothing or rare items, only for those who chose a path.
And of course faction wars/alliances
Hostile server:
It is war anyways, but they can declare war to a same organization's faction.
Non hostile:
Both parties has to "agree" for war, then both faction get a faction pvp flag.
Alliances:
Both factions regardless of org will never be flagged to each other. Therefore they
can team to fight alongside.
Submit more ideas

Message Edited by gothique on 08-17-2005 04:04 PM



