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'Conquest', a server idea

Discussion in 'Suggestions / Ideas' started by StrikerSly, Jun 28, 2015.

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  1. StrikerSly

    StrikerSly Well-Known Member

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    Hey everyone! Most of you know me (I hope) but in case you didn't, I'm Striker_Sly.

    I am making this thread to present to you a server idea that would be suitable, relative, and adventurous for Brawl and it's members.
    To begin, I'd like to point out that the server would be titled 'Conquest', as mentioned in the title. Credits go to @NomNuggetNom for the name. Discuss any other possible names in the comments below.

    Now, I will provide a table of contents for what I wish to describe for you today, in chronological order.
    Section 1: Objective of the server
    Section 2: PvP Information
    Section 3: Map Information
    Section 4: Donation Information
    Section 5: Conclusion

    SECTION ONE

    TEAMS
    There will be 4 basic teams. The names of which are the dwarves, the orcs, the humans, and the elves.
    You may join any team (even when a game has started) as long as it is balanced. You may not join a team if it is imbalanced.

    BASES

    • Each team will receive a home base, where they spawn either: at the beginning of the game, when they join a current session, or when they die. In this base, members of the team may buy items through sign shops (a plugin, not a mod). Anything that may be bought from these signs will be mentioned later.
    • Each team will also receive a sub base, that of which is relatively close to the home base. It is "owned" by the members of the team, which will be discussed after. Members of the team will receive buffs while inside the base, whereas members of opposing teams will not.
    • A nether base will lie in the center of the map. It is not owned by any team, therefore neutral. This base provides no buffs/de-buffs to any member of any team. It includes 3 floors, wall platforms, and a top platform. Underground tunnels may lead to this base.
    CAPTURING
    The idea behind this server is to capture locations, earning your team points in order to win the game. I will be explaining how it works throughout this sub-section.
    • Sub bases: At the beginning of the game, the sub base closest to a said team's home base is owned by them automatically. Throughout the game, opposing teams may "capture" these bases, and they will now be owned by them. These bases will earn teams points, which will be mentioned later on.
    • Nether base: At the beginning of the game, this base is owned by no team, therefore neutral. It is open for any team to capture. Now, this base is worth more points since: A) It is in the middle and there is only one, and B) It would increase the action and overall fun/balancing of the game.
    • Home bases: You cannot capture a home base. They mean nothing as regards to the points system.
    • TIME will depend on how many players are present at the time of capturing. (For example, with 4 people present, capturing a location will take 20 seconds.)
    • You cannot capture a location when a member of the "original owners" of the base is present.
    POINT SYSTEM
    Since we got capturing locations out of the way, I will now explain why this is significant to win the game.
    • Points are credited to each team every 5 minutes.
    • The point cap is 100, meaning a team wins once they reach 100 points.
    • Sub bases, when captured, are worth 5 points. The nether base, when captured, is worth 10 points.

    SECTION TWO

    Player vs. Player Combat
    This sub section will detail how PvP will work.
    • Killing players will earn you credits, just as capturing locations will.
    • Killing a player in a base that your team has captured will earn you double the credits.
    • Credits are a "money" system used in-game to purchase things. In this case, sign shops are used to be able to purchase gear with your credits. This is located in your home base exclusively.
    Gear
    • Food: Chicken, steak, cookies, golden apple, etc. The cost of these items are determined by their effectiveness.
    • Armor: From leather to diamond, the effectiveness of the material/piece determines the cost.
    • Weapons: Swords, bows, arrows, and depending on the new 1.9 update, possibly shields (for the future.) The strength of the swords determines cost.
    • You can enchant weapons/armor for a larger fee depending on the enchantment. (E.G. Sharpness I would be cheaper than Sharpness IV on a sword.)
    • Potions: Speed/Harming/Fire resisting/Healing etc.
    • When you die, you lose gear. (Don't worry, dying will not be as often as you may think.)

    SECTION THREE

    Map
    Here is a representation of the map. Keep in mind that it is NOT to scale, and not accurate in terms of representation.
    (IGNORE THE SIGNS)
    [​IMG]
    [​IMG]
    Upper left corner being the dwarven terrain, upper right being the orc terrain, bottom left being the human terrain and the bottom right being the elven terrain.

    In the middle, you'll notice where the nether base would be, and near the home bases in each corner, you will find their sub bases as well. Their terrain surrounds their "area".

    The map will include various different vegetation, as well as bodies of water, lava pits, fire, and will often times include weather conditions such as rain and snow.

    Tall trees and other forms of vegetation are great strategies in terms of cover, especially if you're an archer specialist.

    You will also notice the tall walls surrounding the map. This provides a boundary for the game and ensures nobody goes out of map to obtain an unfair advantage.


    SECTION FOUR

    Kits
    Kits are available to be donated for in order to increase action, strategy, as well as support the server.
    • Mage: Includes a staff with set spells and cool-down periods. Excellent for defending locations.
    • Runner: 10 speed potions with a sharpness II stone sword. Awesome for capturing locations, and escaping risky situations.
    • Ender: Provided with 25 ender pearls (per life). Damage 2 hearts upon use. Useful for escaping, capturing, and sneaking about.
    • Hunter: Spawns with an infinity bow with flame I. Has the ability to set "freeze" traps that will freeze a player for 3 seconds. Useful for both defending and capturing locations.
    • Investor: Earns twice the credits per action that allows for receiving credits. Useful for gearing up quickly and improving gameplay.
    • Hidden: Power to go invisible for up to 5 seconds. Has a 30 second cool-down per use. Great for escaping a death fate or sneaking and ambushing a base.
    Feel free to list any more kits you feel would make a great addition!


    SECTION FIVE

    In conclusion...
    I believe this game-mode would make for a great addition to Brawl. As of now, I am aware of the projects and updates that are currently keeping the development team busy. I wanted to post this early for opinions on it. I hope you enjoyed reading this thread and I hope you want it to be implemented. :wink:


    I have a few more server ideas as well, but I'll wait for them. :smile:

    See you around, and happy Brawling! :wink:

    -Striker

    P.S. Anyone is welcome to add to this idea, critique constructively or alter any or the descriptions above. Just reply to the thread.
     
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    #1 StrikerSly, Jun 28, 2015
    Last edited: Jun 29, 2015
  2. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    I really like team gamemodes like this, and I'd love to see more added. +1
     
  3. PumkinLp

    PumkinLp Well-Known Member

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    nice! but the teams are from lord of the rings xD and conquest the name is used on a german pvp server... you should name it the battel of Nations ... teams: American Rusha Aisha European ^^

    ~Pumkin

    +1 for this idea
     
    #3 PumkinLp, Jun 28, 2015
    Last edited by a moderator: Jun 28, 2015
  4. StrikerSly

    StrikerSly Well-Known Member

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    Thanks for the info, perhaps list potential ideas for other names for the teams/gamemode?
     
    #4 StrikerSly, Jun 28, 2015
    Last edited by a moderator: Jun 28, 2015
  5. Snail_5_

    Snail_5_ Switched Accounts "Phobia"

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    Seems like an interesting idea! +1
     
  6. SoMuchWinning

    SoMuchWinning Well-Known Member

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    While this idea certainly is interesting, it shares a number of similarities with another Network's game mode (you should know it by now), and there could be some adjustments made to the shop system. There should be a proper progression system as well as a lot of balancing done if we want for this game mode to have a permanent player base.

    I think a really cool feature could be a party system or an ability to join the same team as your friends. This could boost the teamwork and make it more fun. There have to be some adjustments made to the pacing and a few other things, but I dig the idea.

    However, there should be a long respawn time, therefore making the pacing more tactical.

    Ohh.
    And random events could make the game more unique (we will need a LORE for it, but it is easy to script), such as a part of the map flooding with lava, a boss mob, forcing teams to cooperate in order to defeat it, or even better - a storm or something unexpected that can turn the tide and the outcome of a battle.

    Well, there could be 3 ways of victory (just so that it doesn't turn into a slaughter fest).
    1) Domination victory - win by capturing all the points or most points once the time runs out.

    2) Team size victory - if points are tied for teams, the team with most team members alive wins.

    3) Battle-royale - if team members are tied, all players (and their equipment) are teleported to an arena, and after a small countdown, a battle begins. The last team standing wins.

    A few free kits as well:

    1) Assassin.
    Passive: Deal +25% additional damage from behind.
    Active: Blood Star - once activated, provides 5 seconds of Regeneration I.
    A great class for sneak attacks and flanking maneuvers, dealing more damage from behind.

    2) Medic
    Active: Hit an ally to heal (uses the same plugin from CTF), however, the healing cool down lasts for 3 seconds until the next heal.
    Passive: Regeneration I
    This class is playable as a support to your team mates - a medic can be the difference between a victory and a defeat.

    3) Blacksmith
    Active: Left/Right-click armor to restore 100 durability every time (4 second cool down), receive 1 anvil every time you spawn.
    Passive: Depending on how many repairs you make, you receive a special weapon.
    Repair items and fix other things in order to become better!

    We could also have overcharge - it charges up overtime, but if you are dealing damage to the enemies, or capturing objectives, it charges up faster. This overcharge increases your damage and speed per every level.
     
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    #6 SoMuchWinning, Jun 28, 2015
    Last edited: Jun 28, 2015
  7. StrikerSly

    StrikerSly Well-Known Member

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    If you're thinking CTF, I still think they are quite distinct. Also, may you please elaborate on which adjustments are to be made to the shop/balancing?
    I mentioned in the thread that you're allowed to join any team you wish unless it is imbalanced. I understand how it would be fun also, it would be great for teamwork! Good observation.
    Amazing idea!
    What do you mean by if team members are tied?
     
  8. SoMuchWinning

    SoMuchWinning Well-Known Member

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    If you're thinking CTF, I still think they are quite distinct. Also, may you please elaborate on which adjustments are to be made to the shop/balancing?
    Well, I was thinking of another game mode outside of Brawl and McPvP, which has 4 sides and classes, except for a different objective. It just seemed rather similar.(just don't mind it)
    Now, in terms of adjustments, there should be a way to earn money outside of killing people and capturing points. There could be secondary objectives on the map, that would be under control by mobs, and these could be possible to grind, or, there could be some kind of a resupply system.

    What do you mean by if team members are tied?
    Well, if 2 teams have the same amount of captured points and the same amount of team members alive.
     
  9. iEBKN

    iEBKN Well-Known Member

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    I think the idea is amazing! Nice work Striker_Sly!
     
  10. pause18

    pause18 Active Member

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    i would like to be the dwarfs go dwarfs
     
  11. furtles

    furtles Well-Known Member

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    I think it's very similar to other gamemodes on other servers, so it needs something to make it stand out a bit more to atract more players.
     
  12. iEBKN

    iEBKN Well-Known Member

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    She already discussed this with MessageForHelp. Read next time buddy :wink:
     
  13. furtles

    furtles Well-Known Member

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    Is there something wrong with providing my opinion?
     
  14. BDmcraft

    BDmcraft Well-Known Member

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    This is an amazing idea Striker, I would like to see this added. :wink:
     
  15. 18kss

    18kss All is within

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    This looks pretty cool, I'll be thinking of any additions that could be made to the idea.
    And now I see what you were doing on Build :smile:
     
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  16. pause18

    pause18 Active Member

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    would the staff be a stick or a blaze rod
     
  17. Hanatamago_San

    Hanatamago_San Active Member

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    It looks like a pretty cool idea!
    I thought of some things and tried to format them the best I could. Sorry for the gigantic wall of text </3

    Racial Feats:
    One thing you might consider is adding racial feats for the teams if you can make them balanced, though obviously that could be difficult to predict, and you'd want to work the kits around them.

    Some Ideas:
    • Increased credit gain for Dwarves (This could be OP if it stacks with Investor)
    • Passive speed for Elves (Useless with Runner unless the potions are Speed II+, but could have good synergy with Hidden)
    • Either a type of Sturdy/kb reduction, extra base health added permanently onto the health ba, or a small amount of Resistance for Orcs (Could have the early game advantage)
    • Traditionally, in D&D, Humans have an option of increasing any two skills of their choosing, so you could do something like that, but it's a.) complicated, and b.) not necessarily easy for the other team to predict, which is cool, but strategically could be annoying.
    Limited Locations:
    Bases are cool, and objectively essential, but there could be other things too. The game is very straightforward with the objective of just killing people and taking their bases, but to really define it beyond just a Zones-style TDM, you could add different maps with special locations that the teams could use in other ways. If the game lasts as long as it does, this could also change the pace of gameplay from time to time and provide people with the option to switch goals so their game doesn't get stale or feel boring if they keep attacking the same base over and over. Any areas with set locations would need to be equidistant between at least two bases, though. So you could have one on the border between Elf and Human, one between Dwarf and Elf, etc.

    Some Ideas:
    • Monster Camps (Set): Very straightforward. Kill a monster, get a buff. These could be anything from a pack of wolves to a named minor boss. You would want to take these on in groups of 2-5, ideally. This could either give your team credits (preferably the whole team so that people don't fight within the team over getting the bases, and it also gives them an objective side so that the whole team can build). Instead of having to kill a possibly snowballed enemy player, you could kill a respawning mob for fewer credits, but distributed among the whole team. This would be a set location, and a respawn timer would be necessary.
    • Resource Spawns (Set): Anything from an air-drop to an abandoned mine could be full of resources for people to fight for and take advantage of. These supplies don't necessarily have to be credits; they could be potions, gear, etc., but if that's the case, they wouldn't be distributed among the group, which could lead to internal conflict. This would be a set location, and a respawn timer would be necessary.
    • Roaming Bosses (Uncommon): This boss could be anything from a small 1-2 person event, to a massive 5-6 person adventure. These could spawn anywhere on the map that is a reasonable distance away from a base, and would move around in either a random path or a set pattern. Since these ones can't always be predictably found, they might yield a bigger reward. This wouldn't be a set location, but would need a respawn timer with either random or set intervals.
    • Random Drops (Rare): These would be random supply drops with a secret location, though you could take the HG approach and announce a vague radius in the chat as though it were a mini-feast. These could be as valuable or as invaluable as you want. In contrast to the others, this one could be rare enough that you couldn't count on it happening in a game. This wouldn't be a set location, but would need a random respawn timer.
    Basically, it's another way to get resources and credits instead of just killing. I think it would keep the objective gameplay intact, especially if the team is rewarded for getting them.

    Point Values:
    I think the points for capturing bases might be a little low. Also, I might be misunderstanding the way that points are attributed every 5 minutes, so correct me if I'm wrong. But theoretically, if you had a team that was just dominating; like full out destroying anyone who set foot on the battlefield, they could earn 25 max points per turn. Fair enough, but it would still take that incredibly overpowered team 20 minutes to win the game. That's 20 minutes of the other people dying and kind of suffering through the whole deal if they're really kicking butt. It might be a little slow paced, especially if the only thing to do is kill other people. If there's no other building aspect to it, like getting resources, killing monster camps, etc., it seems like a pretty slow-paced game. It seems like if you had a standard set of people (not amazing, not awful in terms of skill), it would probably be about 40 minutes per game, which might be nice if that's what you're going for, but not if it's 40 minutes of snowballing and dying, which brings me to my next concern.

    Death, Snowballing, and Why Those are Scary:
    Because I'm from CTF, the concept of buying items and losing them on death kind of puts me on edge. If you're new or not very good at the game, you might die more than others, losing your items, and giving others a chance to build beyond you, and by the time you see them again, it's less balanced than before.
    Something I might suggest instead of that, if you want to keep the penalty for dying, is to have a respawn timer, but let players keep their items. If the items were potions and other consumables, I wouldn't see it as an issue, but when it comes to weapons and armor, it's a lot easier to get very unbalanced very quickly, especially if newer players unintentionally feed.
    You may say that dying isn't as often as one might think, but if killing players is the most direct way to earn credits, it may be a little more common than you expect.
     
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  18. dotcomdog

    dotcomdog Member

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    This sounds somewhat like Zone Control, but more complex. Zone Control was an MCPVP gamemode with the same kit choices as CTF and two teams. You had to capture platforms from the other team. Anyway, I would like having this as a gamemode to remind me of Zone Control! +1

    What do you think the approximate size of a regular map would be?

    I'll think about ideas for this. :smile:
     
  19. StrikerSly

    StrikerSly Well-Known Member

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    Amazing ideas. I will edit some in when I have the time. Thank you so much for this, Hana!
     
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  20. YeezyLaces

    YeezyLaces Well-Known Member

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    looks fun nice idea!
     
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