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New Server (Planning Phase)

Ghostninja65

Traveler
Hey everyone I've always wanted to launch a server of my own and now that I have a few people interested in helping out with it I wanted to see if the experts and even just the creative people of this community are interested. Right now we would only be in the planning phase so just putting ideas together creating a story ect. Myself and some others were thinking of doing a class based rpg for Ultima and limitiing some of the excessive magic in the game making it more melee focused though not cutting out magic entirely. Granted this would be mainly for pvp events which I want to be a staple for this server that keeps people coming to back to play. I have a few ideas written up and ready to copy and paste to this. Bear in mind I wrote this discription for friends of mine who haven't all played UO before so it may seem a little wordy. I would love to hear your ideas and if you are interested either leave your email or post on here. Thank you for your time.

3 Factions (need ideas for names) A barbarian type of faction, a euro/roman hybrid style faction, Japanese Sengoku style faction.

List of Classes

Warrior (Barbarian)
Swordsmanship/Mace (Able to use swords or maces. Players Choice)
Anatomy (Helps your healing abilities and causes you to hit harder)
Tactics (Makes you more accurate)
Healing (Able to use bandages to heal yourself, others, and rez others)
Resist Magic (% chance to resist spells)
Hide (Turns you invisible as long as you don’t move good for ambushes)
Parry (block %)

These guys are going to be your basic soldier for the barbarians. Hard hitters lower armor. Shield and Axe/Sword/Mace leather armor.

Soldier (Empire)
Fencing (fencing weapons spears ect)
Anatomy (Helps your healing abilities and causes you to hit harder)
Tactics (Makes you more accurate)
Healing (Able to use bandages to heal yourself, others, and rez others)
Resist Magic (% chance to resist spells)
Hide (Turns you invisible as long as you don’t move good for ambushes)
Parry (block %)

Spear and shield basic unit for empire. Higher armor lower attack chainmail.

Ashigaru (Japanese)
Fencing (fencing weapons spears ect)
Anatomy (Helps your healing abilities and causes you to hit harder)
Tactics (Makes you more accurate)
Healing (Able to use bandages to heal yourself, others, and rez others)
Resist Magic (% chance to resist spells)
Hide (Turns you invisible as long as you don’t move good for ambushes)
Parry (block %)

Long spear wielding standard line infantry for the Japanese. Balanced ringmail.

Champion (Barbarian)
Swordsmanship/Mace (Able to use swords or maces. Players Choice)
Anatomy (Helps your healing abilities and causes you to hit harder)
Tactics (Makes you more accurate)
Healing (Able to use bandages to heal yourself, others, and rez others)
Resist Magic (% chance to resist spells
Chivalry (Able to use chivalry spells)
Parry (block %)

Better armored version of your standard infantry still follow the faction norm of Barb Hard hitters Empire High Armor Samurai balanced. Noticeable on the battlefield. Axe or Mace with shield chain armor.


Knight (Empire)
Swordsmanship/Mace (Able to use swords or maces. Players Choice)
Anatomy (Helps your healing abilities and causes you to hit harder)
Tactics (Makes you more accurate)
Healing (Able to use bandages to heal yourself, others, and rez others)
Resist Magic (% chance to resist spells
Chivalry (Able to use chivalry spells)
Parry (block %)

Again same as champion but for the Empire we should probably limit how many of these guys we have or maybe make it a promotion for good people.

Samurai (Japan)
Sword (Use sword abilities limited to Samurai Empire expansion weapons)
Bushido (Use Bushido skills)
Anatomy (Helps your healing abilities and causes you to hit harder)
Tactics (Makes you more accurate)
Healing (Able to use bandages to heal yourself, others, and rez others)
Parry (block %)
Resist (% chance to resist spells)

Similar but using bushido instead of chivalry so it’ll add a bit of a twist.

Assassin (barb)
Fencing (Fencing weapon)
Tactics (Hit %)
Anatomy (Dmg increase)
Poison (able to make poison and apply poison to blades)
Hide (Able to hide without moving)
Stealth (Able to move once you hide)
Parry (block %)

Probably should make these guys a little squishy but very accurate and fast.

Hired Blade (Empire)
Fencing (Fencing weapon)
Tactics (Hit %)
Anatomy (Dmg increase)
Poison (able to make poison and apply poison to blades)
Hide (Able to hide without moving)
Stealth (Able to move once you hide)
Parry (block %)

Same thing as assassin

Ninja
Fencing (Fencing weapon Samurai expansion only)
Tactics (Hit %)
Anatomy (Dmg increase)
Ninjitsu (able to use Ninjitsu skills)
Hide (Able to hide without moving)
Stealth (Able to move once you hide)
Parry (block %)

Replacing poison with ninjitsu should be a good mix may make them a little more powerful melee wise but they will be lacking deadly poison.

Hunter (Barb)
Archery (User bow weapon
Tactics (Hit Chance with bow)
Anatomy (Dmg inc and healing inc)
Healing (able to heal)
Hide (able to hide)
Stealth (able to move once hidden)
Detect Hidden (able to find others people who are hiding)

Like the assassin but able to find other players and foil ambushes

Archer
Archery (User bow weapon
Tactics (Hit Chance with bow)
Anatomy (Damage increase and healing increase)
Healing (able to heal)
Hide (able to hide)
Chivalry (able to use chivalry spells to hit harder)
Detect Hidden (able to find others people who are hiding)

Powerful archer using the longbow

Yumi Samurai
Archery (User bow weapon
Tactics (Hit Chance with bow)
Anatomy (Damage increase and healing increase)
Healing (able to heal)
Hide (able to hide)
Bushido (able to use Bushido skills)
Detect Hidden (able to find others people who are hiding)

Similar to the Archer but using Bushido rather than chivilary. Also Samurai expansion Bow)

Zealot (barb)
Necro (Use Necromancer spells)
Mage (Use magic spells)
Spirit Speak (lets you speak and hear the dead increases Necromancers mana)
Eval Intel (Hit harder with spells)
Parry (Block %)
Resist (Resist Spells)
Mace (Able to use staffs only for this class)

The more powerful arcanewise of the mage types but also the squishiest give them a spell channeling staff for looks so they can cast and hit people with it in a pinch.

Battle Mage
Mage (use magic)
Eval (hit harder with magic)
Meditation (regain mana)
Resist (resist spells)
Mace (hit with blunt weapons)
Tact (accuracy with weapon)
Parry (block %)

A mage who can take a beating not as powerful as the Zealot but able to mix it up in the fight. Mace and shield possibly?

Monk (Japan)
Mage (Use magic)
Eval (hit harder with magic)
Meditation (regain mana)
Mace (use blunt weapons like staff)
Tactics (melee hit % inc)
Resist (resist magic)
Anatomy (Dmg Inc)

A fighter support role specializing in healing and mixing it up with the other melee guys.

Special Classes

King (Barb)
Emperor (Empire)
Daimyo (Japan)

Faction leader able to go out and fight and mix it up and a change of pace to the fight we will have to make them pretty powerful but I think it would be cool to have them in and maybe make a juggernaut match where the key is to kill these bad asses

(Random Idea)

Deities (just place holder names for Deities)

Thor (Barb)

Michael (Empire)

Bishamonton (Japan)


Figured for special occasions we could throw in stupid powerful deities in the fights for players to control or maybe as NPC chap spawn type of fight.


Crafters

We can give the craftsmen in the game special quests to go find a specific recipe or tell them a place they need to go to mine some bad ass ore to make items for their faction and have those places guarded by tough npc monsters.

Tamers

Same as crafters give them special quests to get mounts for their empire or pets to use and control on the battle field.

Events

I think we should do an event starting at whenever primetime is for the server where the three factions go and claim three towns in Ultima for their faction then fight to take control of the rest of them. You can recap your town but if you lose all three your faction loses. In your last town (stronghold) the best player in the fights is selected as the king and if he is killed then your faction loses. The king will be super buffed though so it'll be difficult for the attackers to kill. I kinda wanted to make it plantside like where you have to capture the other two towns of the faction before you can take the last. Also I think CTF like games could be fun but ultimately I'd love to hear everyones ideas because the sky is pretty much the limit on what we can do with this stuff.

Those are a few ideas what do you think? Please leave me some feed back or let me know what your email is. Have a great day everyone.
 

Amazonia

Sorceror
Brotherhood of Blackheart for barbarians.
Republic of *Britain* for empire.
Sunrising Nation for japanese

They are my ideas. :) Good luck!
 

Ghostninja65

Traveler
Some other ideas put forward that I like are. Have an RvR area like Warhammer had where you have a dedicated event faction battle field. Make it have two strongholds to capture and then a final castle to assault (sorta like planetside). Having the first three strong holds a few screen away from each other then seconds one further back and finally castle city or whatever we ends up making have torwards the end of the map. It was suggested to make the capture point a king of the hill stlye like on halo.
 

Ghostninja65

Traveler
We're also considering doing the Samruai edition of UO with some restrictions we plan on coding in like taking away most offensive magics to make it more melee based but keeping heals, buffs, and debuffs. We've also thought up three faction based pvp events. We got a pretty good group of people throwing ideas around right now so if you would like to help with the planning or the server building when we get to it send me a message.
 
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