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droppin Oerlikon's sweet mixtape

Discussion in 'Ideas' started by Oerlikon, Feb 4, 2016.

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  1. Oerlikon

    Oerlikon Member

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    Caution: long post (Approximately 10 minute read)

    Hello...

    After watching mcpvp as a whole begin to dismantle before my eyes, I decided that if I was going to make a "save hg" topic then now would probably be a good time.

    During the time that I quit mcpvp, I was able to revisit a game I never really got into: League of Legends. For a long time I have had a fascination of seemingly simple games with a hidden layer of depth for those looking for more; a metagame. I believe there is a lot from League of Legends that can be reused for creating a successful minecraft server. Starting with what keeps the server going: money. MCPVP can relate in a sense because they don't get money from people joining the server, but rather run on in-game purchases (like League of Legends' "free-to-play" policy).

    And by that, of course I mean the "XP system".

    The XP system was a good idea at first, but as time passed and everyone received all of the rewards that they were probably going to achieve on a single account, it ultimately failed. LoL already has a great system, so what's the point in reinventing the wheel?

    Changes to the XP system

    This post is dedicated to mostly HG, so I have only worked out the pointage for this particular gamemode

    Two new ways to purchase anything on the website:

    FP- Free points
    PP- Premium points

    You can earn Free points by playing mcpvp servers, or you can spend real money to get Premium points (also used to purchase things).

    FP can be used to unlock kits, classes, and the like. But only PP can be used to purchase ranks or pets.

    Earning FP would look something like this for HG:

    -10 FP for playing at least 5 minutes (or dying)
    -1 FP for every player you scored a higher place than
    -2 FP for every player you killed
    -If you win, then you receive 1.5 FP for every player you scored higher than opposed to 1.

    The price of FP items will vary depending on gamemode and their overall uniqueness. For example, in HG a kit like cultivator might cost 500 FP while a kit like Achilles might cost 3150 FP.

    *CTF classes will cost more by nature due to their limited supply.*

    Common prices in FP:
    500
    675
    1575
    2400
    3150

    PP will follow the ratio of 1 cent = 1 point, and can be purchased in increments of 500.

    PP cost vary from FP cost:
    500FP items cost 100PP
    675FP items cost 150PP
    1575FP items cost 250PP
    2400FP items cost 500PP
    3150FP items cost 750PP


    The pricing was thought up mostly on-the-spot so things are free to change but should follow a similar guideline.


    Next order on the list...

    BIG CHANGES TO THE HG GAMEMODE


    Okay, this part is VERY important. Regular HG is dead, this new proposal will stay true to the original's roots.

    First order of business, merge both servers into a single "mc-hg.com". Also rename "Hardcore games" to "Hungry Games"

    This new HG will keep the ip and similar principals, but will go through several changes for the better of the gamemode; including but not limited to:

    - Limited soup!

    - Reimagined kits!

    - Biomes!

    - Mini elo system!

    - Other various changes!

    Starting with...

    Limited soups!

    (If it wasn't obvious, soup will have the same healing effects that it does now)
    Soup has long been the staple of mcpvp. It was a brilliant addition that sparked the gamemode and added a higher skill cap to it. It's sad to see HG resort to nosoup which makes the gamemode bland sided by other "survival games" servers. The idea of limited soup is to keep traditional soup pvp without creating a gamemode that spirals into failure when new players don't have the opportunity to learn how to "soup".

    Changes:

    Players can only hold a max of 6 soup at a time. You can have as many mushrooms/bowls as you'd like!

    One of the biggest walls for new players trying to soup is "refilling". This allows newer players to focus more on souping with one less thing to worry about.

    Reimagined kits

    These kits are recreated forms of the original HG's kits and some new ones. However, owning a kit with a similar name from HG will not give you access to these. You will have to purchase these separately.

    Let us begin.

    Illusionist
    Right click your redstone dust to turn invisible for 4 seconds and teleport 5 blocks in the direction you are facing.You leave behind a puff of smoke and make a very quiet sound.

    Cooldown of 17 seconds.

    Cost: 675 FP
    ---
    Titan
    Right click your bedrock to enter a state of rage for 5 seconds. In rage mode, your health cannot go below half a heart and you deal 50% of the damage you would normally do. A noticeable sound is played on cast that can be heard within a radius of 20.

    Cooldown of 60 seconds.

    Cost: 1575 FP
    ---
    Sea Urchin
    Right clicking your arrow (that you spawn with) will fire arrows in all directions around you. Players hit by an arrow receive 3 hearts of damage (not true damage) and are inflicted with "paralysis" for 3 seconds.

    Paralysis: slowness 2 and inability to jump

    Cooldown for 30 seconds

    Cost: 1575 FP
    ---
    Soulstealer
    Whenever you die, you drop your items and become invisible for 1 second. Shortly after, you respawn with the best sword you had previously and health equal to every player you have killed (one heart per player). This ability has no cooldown or limit as long as you have killed at least 1 player since the last time you have died.

    Cost: 2400 FP
    ---
    Kangaroo
    You start with a rocket. Upon using your rocket, you will launch yourself horizontally a medium range and vertically a short range (like a long jump with the original kangaroo). Any players that you pass through will receive 3 hearts of true damage (pierces through armor).
    This kit is not intended for mobility but instead pouncing enemies and repositioning in fights.

    Cooldown of 10 seconds.

    Cost: 1575 FP
    ---
    Seeker
    You are a beast with immense strength but poor vision. In order to see you must hold your "seeker" (Eye of Ender).

    You have permanent strength 2 and blindness when not holding the "seeker".

    While holding your "seeker", you lose your blindness and strength and receive nightvision instead.

    Cost: 3150 FP
    ---
    Chameleon
    Hitting a mob disguises you as that mob until you receive or deal damage to a player. Transforming into a mob removes all aggro from any mob.

    Compass tracking radius increases to 100 blocks when disguised.

    Cost: 675 FP
    ---
    Achilles
    Wood weapons do more damage to you while non-wood items do less

    Cost: 1575 FP
    ---
    Viper
    Your attacks are infused with venom, inflicting negative effects.

    33% chance to inflict the following effects simultaneously
    poison 2 for 4 seconds
    hunger 2 for 4 seconds

    Additionally, you restore half a hunger per hit on a player.

    Cost: 675 FP

    *This kit idea may be changed slightly*
    ---
    Werewolf
    Strength 1, Night vision, and Speed 1 during the night. You also turn into a wolf at night!

    Cost: 1575 FP
    ---
    Ghost
    Right clicking your ghast tear will allow you to step out of your body. While a ghost, you get Speed 3, Jump 2, and night vision. Punching a player while a ghost will deal 1.5 hearts of damage per hit.
    Being hit, or right clicking your ghast tear (from any range) will return you to your body. Once you return to your body you will keep the speed, jump, and nightvision for an additional 1.5 seconds.

    Basically, you can look like this [noob][1]
    [1]:

    Cost: 2400 FP
    ---
    Stomper
    Immunity to fall damage. Jump onto someone, damage you would take is inflicted to the person you land on!

    Cost: 1575 FP
    ---
    Fisherman
    You start with a fishing rod that can reel in players. Unlike other fishing rods, your tether/line cannot break and has infinite range. However, you can only cast it as far as you normally would.
    (Basically, you can cast it down a tower and reel in people)

    Hint: There's no endermage

    Cost: 675 FP
    ---
    Berserker
    Killing a mob or player gives you strength 1 and speed 2 for 10 seconds.

    Cost: 675 FP
    ---
    Vampire
    Activate your netherwart and a tether (lead rope) will attach to all players within a 12 block radius.
    This tether will last 15 seconds or until it is broken (walking out of radius or being divided by a 2+ block thick structure). The Vampire steals .5 hearts every .5 seconds from all players attached. If your health is full when stealing health then the additional health will overflow and increase your maximum hearts (For an additional 2 hearts with a max of 12 hearts).

    Cooldown of 30 seconds on netherwart activation

    Cost: 2400 FP
    ---
    Checkpoint
    You start the game with an infinity (enchant) bow, an arrow, and a button. You can shoot an arrow every 25 seconds that functions like a regular arrow. The arrow will stay attached to a player/block for 7 seconds or until you use your button. Right clicking the button will instantly teleport you to the arrow (to the nearest solid block with at least 2 block high standing space).

    Cost: 2400 FP
    ---
    Scarecrow
    -revising-

    Cooldown of 60 seconds

    Cost: 3150 FP
    ---
    Turtle
    Crouching and blocking simultaneously grants a shield that will block the next 5 attacks/damage inputs before your shield goes on a 20 second cooldown (makes "equipment breaking" sound on the last blocked hit)

    Crouching without blocking prevents you from taking more than 1 heart of damage. You can attack while crouched but you can do no more than 2 hearts of damage while crouching.

    Cost: 1575 FP
    ---
    Tarzan
    Holding your vine will make vines grow around you. Your vines OVERGROW, meaning they will GROW ONTO AIR BLOCKS as long as there is a block above it in a radius. You have permanent speed 2 while standing on leaf blocks and instantly break leaf blocks (break, not collect).

    *Nobody believes me but old Tarzan (had overgrowing vines) was a lot easier to maneuver around when the vines grew into the air. This is because of the fact that you can't climb vines unless the top and bottom half of your player hitbox is touching a vine (vines in air count, you just can't ascend vertically without a block behind it).

    Cost: 1575 FP
    ---
    Kaya
    You start with grass block with infinite uses. Placed grass will disappear when enemies get near.

    The original "disappearing grass" radius is increased -- currently you have to be walking in order to fall into a kaya pitfall trap, the goal is to catch running players and make walking a safer approach.

    Cost: 1575 FP
    ---
    Burrower
    Right click your slimeball to burrow into a panic room 20 blocks below where you are standing. Inside the panic room is a torch and a button, clicking the button will teleport you to the surface.

    Infinite use slimeball -- 45 second cooldown

    Cost: 675 FP
    ---
    Pyro
    You can shoot fireballs from your golden hoe. Fireballs are very weak up close, but increase in power, speed, explosion radius, and flame radius the further they travel with a limitless cap.
    Other players can deflect a fireball back at the sender by punching it in mid air (the pyro can also punch it again!).

    Fireballs on contact with a player/block will deal damage, explode, and engulf the surrounding blocks with fire depending on how far it traveled before exploding.

    Cost: 2400 FP
    ---


    Biomes

    Biomes by themselves can add a lot of depth to HG. One of my fondest memories of Minecraft took place on an adventure style server. While the staff and coding was done by the kids who owned it, I was always amazed by their map. No matter how many times I traveled over the same terrain, there was always something *enchanting* about it that gave the server the fantasy theme it was going for.
    It wasn't a survival server, and I definitely don't think there should be a single reused map, but I do think HG should consist of custom biomes with the same feel.

    Changes
    - Remove any and all vanilla minecraft biomes.
    - Add a plethora of custom biomes that add up to give HG a fantasyesque theme.
    - Redesigned feast

    I myself am not one to create my own biomes, but a basic guideline is that the biomes need to blend well together and stay with the theme.

    Ravines and obviously caves will still exist

    Mini Elo System

    A simple addition to give new players a fighting chance before being thrown into chaos.

    Changes:
    Division II: Players with less than 10 wins
    Division I: Players with 10 wins or greater


    Division II players are matched with eachother. The ip for Division II players will be the same as other ips (b01, a02, etc), but will be determined as Div II whenever the server restarts and Div II players will automatically connect to it.

    Div II players can join Div I matches, but Div I players can't join Div II matches.

    This isn't implemented to discriminate noobs but instead to give new players a chance to play against people who are also new.

    It's not the end of the world if someone gets on an alt and gets an easier way to obtain 10 wins.


    Other Various Changes
    A few things will be different from the HG you are used to:

    - No swamps

    For the people that are responsible for the custom biomes, this needs to be taken into consideration. Swamps will not be as essential as they are currently with the reduced soup, however.

    - When you join a server, you cannot type /spawn or explore past a 20 block radius from the center of the map

    A pregame wall might be a good idea; no peeking!

    - Nosoup structues will not be included

    However, there will be custom temples containing valuable loot. These temples are in place of the desert temples, jungle temples, and dungeons that can be found in vanilla minecraft.
    @Whoever would be responsible for the new biomes.

    - mc-hg.com becomes the default server again

    Like it should be.

    - Free kit rotation will normally consist of 675 FP and 1575 FP kits


    Conclusion
    HG is in need of a desperate upgrade. The goal of these ideas are to make HG more visually appealing, providing an in-depth enviroment and also making it easier to advertise via Youtube. Along with visual upgrades are gameplay upgrades. Wiping the slate clean by not transferring kits allows for more room to build a stable metagame that can last much longer.

    Not everyone likes change, but HG will cease to exist without something drastic done.

    Sorry if this post wasn't as high-quality as you might of expected, but I wanted to get this out quick for opinions.

    Again, these are my thoughts that I have been contemplating for a while.
    @ Gotch2B
    @ Stripey98 (last attempt)
     
  2. BlueGuyARed

    BlueGuyARed Member

    Joined:
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    Discord:
    BlueGuyARed#5049
    lol

    that repost
     
    • Agree Agree x 1
  3. Oerlikon

    Oerlikon Member

    Joined:
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    SHHH!

    I reformatted it because this forum doesn't use whatever MCPVP did

    It's not a repost if nobody remembers :^)
     
  4. Maniloz

    Maniloz Member

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    I can agree with most of this except the limited soup part, I see your point but still dont understad why you should have limited soup. Also the Free Points system seems a bit complicated. Lets hope HG can rise again someday.
     
  5. MattM1PVP

    MattM1PVP Ex-HG Staff Member

    Joined:
    May 22, 2015
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    What I think:

    XP System sounds good.

    Hungry Games wtf, Hunger Games

    Limited Soup: That's a bad idea, and I'm saying this coz I will dominate. If you can recraft fast, you win. Refilling is a lot easier than recrafting, so I think this is a bad idea. The best way to make HG noob friendly is to get the noobs to practice. That's all
    Kits:
    Titan: Titan now is fine
    Soulstealer: Good
    Kangaroo: Gonna be used for running, obviously.
    Seeker: Right-click the Eye of Ender to receive night vision and weakness 1 for 5 seconds. No cooldown. As long as you have night vision, you don't have strength 2

    Biomes:
    If you're talking something like PandoraHG, we need to mix that with some default biomes otherwise it becomes boring too

    Other changes:
    No swamps: Less soup is a bad idea, so no
    20 block limit: I don't know if this post wants people to focus more on strategy, but that's what I'm thinking. Without the ability to explore the map, how do you plan a strategy?
     
  6. jarboyp

    jarboyp Bunny Defender

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    No to the limited soup. I win every fight due to recraft abilities and comboing
     
  7. Oerlikon

    Oerlikon Member

    Joined:
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    Lemme explain somefin

    There aren't going to be swamps. Nobody is going to be running around with 64 bowls/mushrooms. Soup would be a rare resource that isn't exactly mandatory considering everyone else will also be struggling to find soup, I'm also considering reducing the soup heal amount to 1.5 hearts or 2 so it's not like "he has soup, gg". This opens up options for more diverse strategic choices in the beginning that isn't:

    "Find soup"
    or
    "Build tower"

    Instead people might be more concerned with finding wood (depending on the biomes), or food, or maybe shelter (I will briefly go over something that was not mentioned in this post).

    Of course I don't expect you guys to know this before hand because this post really is just a reformatted repost of a thread I made on the MCPVP forums. Ironically, I stated these kind of big changes are NECESSARY otherwise HG will go out of business.

    SPOILER ALERT: They went out of business like a month later and sold it off to Brawl. Feels good to be right :^)

    Also:
    I didn't mention a huge change that I thought of after I made this (a little while after). I sent it as a skype message to a friend of the entire concept and have it saved in a notepad. I'm not going to paste it here because I go into extreme detail and it's a giant block of text, also so people don't steal my ideas verbatim. Basically a summary of the message was to add a new mechanic that is an extremely important factor in the gamemode, which would be a "Nighttime" (capital N cuz its special).
    Basically, the monsters that spawn at night are very strong but there's a little more to it than that. On the first night they are really strong, but a simple shelter for the night should be able to keep the monsters at bay while you spend time mining or something. Every night they get stronger (not damage-wise), as in, they move faster, their AI gets better, ability to dig, evil bats that spawn and attack players in the towers. Eventually if the game drags out for too long (I think 50 minutes is what I said in the message) then the mobs basically have infinite targeting range and they're gonna kill you. This is a replacement for a "Pit" or making the winner based on a statistic. Also I mentioned a bonus night if you win where you can double your XP but also lose all of it etc, etc.
    In the same message I also talked about a redesigned feast. The gist of it was that there is an initial feast early on that contains things such as soup, maybe some iron, food, etc and the next day the real feast spawns directly on top of the baby feast containing very valuable loot (basically the first feast would be optional but almost all non trap/tower players should be fighting for the second one). And this feast wouldn't be a measly grass circle either, the feast design would change depending on the biome/terrain and the mega feast would look totally legit

    I can dream, but I know the only way I could actually pull this off is if I went and coded it myself and I don't really have any intentions of learning to code Java anytime soon (Also I haven't played Minecraft in ages, maybe I'll try to get back into it this summer)

    EDIT:
    Excellent point that I looked over

    This change would make the game geared more towards "survival of the fittest" instead of "okay here we're going to make a tower" or "First person that gets to the dungeon wins the game". This adds a little more luck which isn't bad because the game should be able to appeal to first timers as much as veterans.

    Exploring is fun :^)
     
  8. MattM1PVP

    MattM1PVP Ex-HG Staff Member

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    This does sound good, but I feel that HG will die faster if this replaces all versions of HG. As you know, a lot of people play HG because of soup, because the skill cap is high. People play HG because it is a challenge. If this replaces both Soup and No Soup HG, Brawl HG will lose all veterans, and there aren't too many new players to make up for it as well. I'm sure you also know that there are a lot of other HG servers that get good amount of players and soup is the main thing there. Maybe this should replace no soup HG, and still keep soup
     
    • Agree Agree x 1
  9. TheMafias

    TheMafias Something wise

    Joined:
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    @Mattyz_ I can't see any more veterans leaving than what has already left, most of the players are basically BR's and Brawl players now. There are but a hand full of Veterans left, including myself, which I know play Survival because it is almost the same.
     
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