Here's a way you could keep the name:
You could have three groups of players, divided by color (I know Strife is gonna like this color scheme
):
Red players belong to the
Red Team, and cannot leave the team or attack other
Red players. Optionally, they have access to some sort of special weapon that
Blue Team does not have.
Blue players are like
Red players, but on
Blue team. Like
Red Team, they might have access to a special weapon that
Red Team does not have.
White players do not have a team allegiance, and can act as mercenaries for either
Red Team or
Blue Team. They can break off allegiances, but
Blue and
Red players can also betray them. If unique weapons are used,
White players should probably have their own special weapon that might make them desirable to other teams.
White players are free to found their own, independent teams, but betrayals are still possible. This group of players wins with whatever team it swears allegiance to.
I like the idea of team-unique weapons. I recommend these three, if the idea is used (OH
PLEEEEZ):
Whip: 1d5, +1 to move. On a 3 or 4 for the roll, it immobilizes the target for the rest of the turn.
Pike: 1d8, -1 to move, but can attack up to 2 squares away. Even bigger Spear. To illustrate:
######
#@+@+# Red can attack Blue with a Pike here.
#++++#
######
x######
#@+++# Red cannot attack Blue with a Pike here.
#++@+#
######
x######
#@+++# Red can attack Blue with a Pike here.
#+@++#
######
x######
#@++@# Red cannot attack Blue with a Pike here.
#++++#
######
Maul: It's the new Spear! 1d14, but a crippling -2 to move. This one would only work if you increased the default move to 5 or more.
Those probably aren't balanced, but I know Duke wanted a whip, people love really long pointed stuff, and I like Mauls. What do you guys think of the unique weapon idea?
If the tripartite player color scheme happens, the teams should probably be distributed in a 4:6:4 ratio, with
White being the 6.