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Potential New 4craft Design

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Apr 25th, 2017
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  1. =========================
  2. Template for a New 4craft
  3. =========================
  4.  
  5. Problems with Factions:
  6.  
  7. 1. Discourages actual raiding and warfare, encourages secret nighttime garbage.
  8.  
  9. 2. Requires extensive knowledge of TnT, hostile to newfriends
  10.  
  11. 3. Encourages shitty tactics like getting newfriends to join factions and then suicide to allow overclaiming
  12.  
  13. 4. Rewards people who sit in their bases and grind
  14.  
  15. 5. Extremely prone to betrayal, little-to-no ability to have secure resources accessible to only certain people in the faction.
  16.  
  17. Problems with Citadel:
  18.  
  19. 1. No group decay, so you're stuck with inactive people leading the group
  20.  
  21. 2. No territory protection (Civcraft and its spinoffs instituted a version of territory control, but it required huge time inputs.)
  22.  
  23. 3. Rewards bullshit tactics like spamming reinforced obsidian when you are attacked
  24.  
  25. 4. Unintuitive command structure
  26.  
  27. ==========================================================================================================================================
  28.  
  29. The Solution? Merge the best of both to create a new plugin that rewards group strategy and territory control.
  30.  
  31. 1. Implement the reinforcement mechanics of citadel (for those who don't understand or know what this is, you can 'reinforce' blocks you place with materials like stone or iron, causing them to take multiple breaks to get them to disappear.) into the factions plugin. So the faction group becomes the reinforcement group. Allow subgroups like the ones citadel currently has within factions. Keep the management functions of factions when at all possible, but merge them with Citadel's customizability. Allow faction owners to edit the permissions that admins and mods have. This completely solves the problems of Citadel, such as the automatic kicking of inactive players that factions has applying to citadel groups.
  32.  
  33. 2. Code factions so that each faction's 'home base' is their /f home, a chunk which cannot be overclaimed except under special circumstances. All further expansion must be touching other already claimed chunks. You can only reinforce in chunks your faction claims. So none of this 'side base' bullshit, none of this 'I claimed one chunk for my skybase 3k away from the battle and now set it as the /f home, have fun losers'. This requires factions to actually defend their land, but also prevents invaders from stomping a faction completely. In return for severely nerfing separate bases, every player in your faction should count for more than the normal amount of chunks.
  34.  
  35. 3. Code reinforcements so that wooden doors can't be locked. More importantly, allow anybody to break blocks on any faction's territory. I used to play on /pol/andcraft and the single gayest thing was when a bunch of noobs would all be hiding behind a maze of wooden doors that required a wither to bust down, if you even could at all. Such garbage. It ruined the game. Withers should be removed, in return for allowing anybody to break blocks on a faction's land. Reinforcements are your protection, not your territory. On a similar note, placing blocks in hostile territory should be like a reverse reinforcement: it takes 'x' number of places of that block in that location for it to place. In return for severely nerfing the ability to defend a base, defenders should take less damage from attackers within their territory (this is already a thing in the factions plugin, so this isn't even a change).
  36.  
  37. 4. Reform overclaiming. Instead, institute this mechanic: If you have 5 or more people in a chunk and the enemy has none, you can return it to wilderness after a time limit. So what you'd do is gather your men (this should include allies as well) into a chunk and have a faction leader type /f takeover, and it would set a countdown timer. If the enemy doesn't reenter that chunk within 'x' minutes, control is reverted to wilderness, but reinforcements stay active. I'd say 10-15 minutes is a fair time limit. This deals a critically fatal blow to one-man raiding parties and other crap. If you want to take over another faction, do it man to man and actually fight it out. Overclaiming should only be possible for the 'home chunk' if the opposing faction has been offline for more than 3 hours. If a faction is truly bested, they should be evictable, but it should be hard to pull off.
  38.  
  39. 5. If possible, make Prot weak to ranged damage and fire damage, while making Sharpness weak against Blast and Arrow armor protections. This requires people to diversify and prevents stupid tanking by one dude roided up in Prot IV with a Sharpness V sword. If not possible, then it's not that big a deal because overclaiming would put pressure against one-man armies to begin with.
  40.  
  41. 6. Potentially make the map smaller, say 1-2k in radius. 4craft's never last long, why should the map be massive.
  42.  
  43. 7. Have advanced reinforcements 'mature'. Thus, you can't just place reinforced stuff everywhere on a whim, because it will take a few hours for the reinforcement to kick in.
  44.  
  45. ==========================================================================================================================================
  46.  
  47. >But what if I want to overclaim with my own faction's land?
  48.  
  49. Siege towers are fun, nothing wrong with that. But, your /f home is going to be right next to another faction. If this is a risk you want to take, by all means do so, but understand that it comes with a bigger risk. All this does is it requires an attacking faction to choose between defending and attacking, it will be harder to attack thoughtlessly.
  50.  
  51. >What about levers and buttons?
  52.  
  53. Under current Citadel rules, you can lock them so that they don't activate for people not on the group. This would apply to the sub-groups within the new factions plugin. People outside your group couldn't just walk up and walk in, they'll have to bust down the door.
  54.  
  55. >Fuck you, I'll make an obsidian box underground and reinforce it to the highest level and then sit in it!
  56.  
  57. Enjoy being a sad loser then. If you come out of the base, it will take a while for things to reinforce again due to maturation, and if people mine into your base then you're doomed. Learn to make traps and defend things.
  58.  
  59. >This sounds like Civcraft autism, it's too complicated
  60.  
  61. Trust me, it's less complicated than the last thing Coty tried to implement. It's really not that bad. A simple infographic would do it.
  62.  
  63. >What if I reset my /f home in a new chunk?
  64.  
  65. Then all your land disappears. Your reinforcements don't, so accidents are fixable.
  66.  
  67. >What happens when invaders get into our /f home?
  68.  
  69. Then they better finish up quick if you guys keep respawning. Armor degrades, eventually they can be punched to death. This is a balance issue to prevent ragequitting and encourage people to rebuild and regroup, as well as for people to finish up their raids quickly.
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