While PvP on the shard can be fun, it can get repetitive with the same 2-3 templates and 4-5 spells being used by almost all players. Ultimately large number battles turn into which side can ebolt/explo synch the closest target first. This kind of PvP has its merits it however it is not all that this amazing 20+ year old game can offer. And so I have come up with a new approach to combat that I think will bring a unique experience to even the most grizzled of UO veterans.Players will be split into two teams and compete in a fight using set templates that include specific equipment, skills and special abilities. Damage dealt and kills made will earn the player battle points that can be used to upgrade their template upon death or in designated areas. Maps will range from the size of a faction struggle area or a dungeon level and the objective of the fight will vary. For example a fight could be a struggle like capture the flag scenario, a siege where one team must take the other's base, killing the other team's NPC leader etc. The crux of the game play will rely on the various templates as the higher tiers will be unique and have strengths and weaknesses that players and teams will have to strategically make use of. Each battle starts the process over again, so no one has to worry about falling behind, everyone starts off with 0 battle points at the start of each fight.Each time a player dies or changes template they use a certain amount of battle points, higher tier templates cost more. If a player is changing template on death higher templates have a longer respawn time. For example respawning as a peasant militia costs no battle points and can respawn in 15 seconds however a Paladin would cost say 5000 battle points and spawn in 2 minutes. (numbers subject to change) This also makes choosing a template important as you need to spend your earned battle points wisely.Here is a quick run down of the templates I have created with general information about them, this is all subject to change if this comes to fruition for balance and logistic purposes.Heres a quick run down of each template and some info on themTier 1:Peasant Militia - Where all players start. A weak dexxer with a pitchfork an healing enough to cure poison if need be. Inventory contains bandages and not much else. Small chance of dismounting with pitchfork.Tier 2:Spearman - A stronger dexxer (think ~85 tactics/fencing) with better healing and anatomy. The spearman has some armor and bandages. Special abilities include the ability to dismount players on horseback and ability to attack from two tile distanceFootman - A stronger dexxer with both swordsmanship and macing skills, healing and anatomy. Armored like the spearman but has a sword/mace and shied in their inventory as well as bandages. Special abilities based on weapon used: "Stand your ground" players on foot may not pass through footman using a shield while ability active, however footman cannot run while using ability. Footman using a sword can perform a "deep cut" move which can cause bleeding (similar to bleeding in game), Footman using a mace can perform a "blunt force" move which can stun an opponent for a certain amount of time.Crossbowman - A ranged fighter with similar healing capabilities to the other tier 2 templates. Inventory includes bandages and bolts. Special ability: "Precision shot" activating this ability will freeze the crossbowman in place for 2 seconds and if not interrupted by an enemy attack will do more damage than regular attack.Tier 3:Pikeman - Upgraded version of spearman but with a halberd instead of a spear - better armor, high skills/stats, same special abilitiesMan-at-Arms - Upgraded version of Footman - better armor, high skills/stats, same special abilitiesArcher - Upgraded version of crossbowman - bow and arrows added to inventory, better armor, high skills/stats, same special abilitiesMonk - the first support template - high healing/anatomy, some macing/tactics - Special abilities include quicker self heal and heal other timer, inventory includes 10 gheals/gcures to give out as necessary or use themselvesTier 4: the first unique templatesKnight - Mounted on horseback, very high skills (swords, macing and fencing)/stats, full plate armor, sword, mace and lance in inventory, Special abilities include charge - can rush at an enemy and knock them off their feet stunning them and doing damage, dismount ability when using lance, special abilities of the footman (must be off mount to use stand your ground) NPC Squire follower roughly equal to a man-at-arms in skills/statsSergeant - Strongest pure melee fighter in the game. Two handed weapons include ax and war hammer. Special abilities include arc swing (hit all adjacent enemies) and ground pound (stun all adjacent enemies) as well as all man-at-arms special abilites. 15 gheal/gcure in inventoryMarksman - Upgraded version of archer with bow/crossbow and heavy xbow in pack. archer special ability plus fire arrow - target hit will take damage similar to bleed but "burn"Cleric - better healing and macing capabilities of Monk with the addition of support magic - heal, cure, gheal, arch cure, protection, bless etc.Tier 5:Paladin - A hybrid of Knight and Cleric - Mounted on horseback, All the special abilities of the knight (without the squire) and the healing/spells of the clericSorcerer - A pure caster, offensive spells and fieldsDragon Tamer - a very weak character who is in control of a very strong dragon, if the tamer dies the dragon goes wild and will attack any players near by.Assassin - stealth character with fencing and archery who has special abilities including poison bolt and back stab (must be in stealth and use dagger to deal massive damage) , inventory would have crossbow and dagger as well as bandages etc.Using these special templates, teamwork can be used to dominate. For example, a team of footman and spear man can create a wall of shields than cant be passed through with an extra layer of spearmen able to attack enemies in front of the shield wall.Large groups of knights can charge unmounted players running away, but even a lowly peasant has a small chance of dismounting that knightA squad of assassins can flank the enemy while stealthed and take out the support players and stronger templates from behind.Anyway I know thats a lot of info but I think this has huge potential for fun game play. If it is a success additional armies with different unique templates can be created: an Orc horde with warg riders and shaman caster, an undead legion with death knights and necromancers, I dunno just spit balling. Anyway tell me what you all think.