Cross-alignment teaming in City of X ==================================== Please bear in mind this only reflects my own understanding, albeit based on a useful conversation in Discord - with especial thanks to Just-K who produced some very interesting observations. It is definitely incomplete and if you don't object to using Null the Gull, it may be easier just to change alignment as needed. Some of the behaviour seen with cross-alignment teams can be confusing. This is because there are two ways to be on a cross-alignment team. Throughout this document "member" means someone of the opposite alignment who the team leader is attempting to invite to the team and run missions with. "Team members" includes the leader. The first way is that when a Rogue or Vigilante travels to the opposite alignment's zones, they effectively become a member of that alignment. The team isn't mixed-alignment at all. (They revert as soon as they travel to a co-op zone or a zone of their base alignment). The second way is to be in a co-op zone. To be precise, the leader can invite the member if they are both in co-op zones - not necessarily the same one. This produces a genuinely mixed-alignment team. However, when you invite the first enemy to your team, the rest of your team must be on the same map as you (cmdchat.c line 712). Most (but not absolutely all) missions that can be got in co-op zones are co-op missions. (As far as I know) all other missions are either Hero or Villain missions. The thing that is not permitted is to have a mixed-alignment team which has a Hero or Villain mission selected, unless the mission is part of a Task Force. If the team is already mixed-alignment, the leader can only select co-op missions. If the team already has a Hero or Villain mission selected, and one of the team members somehow changes alignment, they will be kicked; and the leader cannot invite someone of opposite alignment. (I guess, although I have not tested exhaustively, that the things like Task Forces where you're allowed to have mixed-alignment teams are those things where you can't invite more people to the team.) What are the practical implications of this? ============================================ The obvious one is that if you are using the Rogue or Vigilante ability to travel to the other side's zones, you must not go to co-op zones (eg, taking a shortcut via Ouroboros) if an unsuitable mission is selected. If you do this, you will be kicked from your team. Less obviously, if the leader can't select a mission, they should just wait a bit while the cross-alignment member gets out of Ouro (etc). If you are assembling a team in a co-op zone and can't invite an enemy, just wait for your other teammates to arrive. Still more obscurely, The Pilgrim (and perhaps some other co-op zone contacts?) doesn't give co-op missions. He has entirely separate missions for Heroes and Villains. This may catch you out if you assemble a mixed-alignment team in Ouro and try to do his missions. What about Praetorians? ======================= It's known that the internal implementation of Praetoria is that Resistance are Heroes and Loyalists Villains. Praetoria, including the Wards, are effectively co-op zones but also allow "cross-universe" teams - so Primals can join teams once they arrive in Praetoria, and all Praetorians can team together, but a Praetorian can never join a team whose leader is in Primal Earth. Since Praetorians can only leave Praetoria to go to co-op zones - Pocket D, First Ward, and Night Ward - most of the other questions don't apply; the practical implication is that Primals who want to join teams in Praetoria should travel there first. However, there's a similar "first enemy" gotcha; if your Primal team leader travels to Praetoria and can't invite someone, wait for the rest of the team to arrive in zone. What about PVP zones? ===================== No idea. Sorry.