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Would you like to see this implemented?


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FartiliciousMaleGuy

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Oct 14, 2017
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under your bed
Finalized Eggwars Gamemode variation - Concept Thread 2.0
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Hello people of CubeCraft!


So listen up. I came up with a concept for a different Gamemode variation for Eggwars that i myself and many others consider to be pretty neat and would definitely consider trying out / playing with. I'll try to explain it clearly (even though it really isn't that complicated, which makes it thus the more great!). The mainconcept contains such a simple tweak, but one that could yet pose to be so effective in making Eggwars more interesting again. It's amazing! I'm sharing this because, firstly, i believe it's about damn time for something new and fresh again, i mean there are more and more people nowadays who claim that Eggwars is getting boring and people seem to be wanting something new

And secondly, cause this has potential to be something awesome and isn't that hard to implement in the current system of Eggwars Teams (either Normal or Speed, doesn't matter, same for both), heck! It could even work with Solo mode i'm pretty sure!


(I do advice you to read the whole thing beforehand, to prevent yourself from looking stupid/silly if you're going to comment on this and show your thoughts/opinions on it)





Let me first start off with the things this concept could offer:

  • Make Eggwars fun again and revitalize it.

  • many possibilities regarding team design (making 4 teams each made out of 2 teams / making 3 teams each made out of 3 teams / making 2 teams each made out of 5 teams / making 6 teams each made out of 2 teams. Etc. Etc.). There's also definitely some room for creativity in creating maps for this.

  • Make Eggwars stand out again between all these Eggwars rip-offs we have nowadays; with something that's yet to be done before (to my knowledge) and is original (yet simple).

  • A nice well overdue, new, fresh air to the current team system that would make for an interesting, fun and dynamic new gamemode played in a different manner (strategic wise for example) compared to Normal Eggwars. Especially with the additional ideas i've been able to add through the feedback i've received.

  • Give us more frequent longer, more epic, fun games. Like those long exciting games from back in the days when we were still new to Eggwars. (Remember those days? When this game used to be the bomb? Those were the glory days)

  • Team co-operation would be an interesting aspect and dynamic introduced by this concept, once again, adding to the fun.

  • Making Eggwars MORE Eggwars (if you get what i'm saying)

( ) = potential extra's. Not part of the main concept!

  • (An interesting and cool final deathmatch between the winning islands of the winning alliance)

  • (More added strategic ways of playing the game due to added minor buffs to each island in a team. This should make the game more interesting, fun and dynamic aswell!)

  • (Enables to be very creative in gamesetup-design (see additional extra ideas) due to combining multiple team-designs into one map/game. This could be so freaking awesome! The potential! oooh the potential! Can you see it?)


Annoyed by the long list? GOOD. That should already prove how valuable the implementation of this could be regarding the many things this could offer Eggwars.




- - - ------------------------------------------------------------------------------------------------------------------------------------------------------- - - -

So. Here's the idea:

(Two-word summary: Allied teams)


NAME (IDEAS): 'Allies' or 'Multiple Egg' / 'Squads' / 'SuperTeams' / 'Mega Teams' / 'alliances' / 'Allywars' / 'Crossteam mode' (just thinking of a cool name now, Staff could perhaps come up with a better more original name if they feel like it).

MAIN CONCEPT: Same setup as with Normal Team Eggwars, only now, individual seperate teams are allied with other teams, but still stay seperate teams each with their own egg and respawn ties to that egg. Seperate teams will be working together. Teams will basically be split into different teams/sections across different islands in a sense (So an alliance, you could call it, consisting out of multiple teams each with their own respective egg). what i mean by that is that for example on the map Teaparty ((8 teams of 5) 5 vs 5 vs 5 vs 5 vs 5 vs 5 vs 5 vs 5 ), you could have '4 teams 2' or '2 teams of 4'. Simple as that.


Now, instead of just combining 2 teams, you could also go a little more crazy and make a team consisting of 3 seperate teams (or more)!, This could work especially well on big maps divided in multiple smaller teams (prefered maps would be: big maps with 9 or 12 seperate teams for making an alliance out of 3 separate teams of course, due to the maths of it) I believe this 'multiple egg' mode would be a great idea for already existing big maps like Teaparty/Mushrooms/Dwarven/Garden/Haunted but would probably work out even better with newly made customized maps designed specifically for this new alliance/team setup.


So to eliminate one whole and complete alliance, you’ll have to take out each seperate island/team (each with their own egg and respawn ties to that egg) consisting out of that alliance to completely eliminate it. Get it? Tip: don't think too complicated about it, cause it's really not.

Lastly, you will NOT be able to break your allies' eggs of course, that just be stupid otherwise.



Here are some examples of how already existing maps could work with alliances.


Examples (one with pictures!):
Teaparty: (40players total) (has 8 teams of 5players): 4 teams of 2 teams / 2 teams of 4 teams
Mushrooms: (40players total) (has 8 teams of 5players): 4 alliances of 2 teams / 2 alliances of 4 teams
Storm: (24players total) (has 12 teams of 2): 6 alliances of 2 teams / 3 alliances of 4 teams / 2 allliances of 6 teams
Pizza: (16players total) (has 8 teams of 2): 4 alliances of 2 teams / 2 teams of 4 teams
Eggs: (32players total) (has 8 teams of 4): 4 alliances of 2 teams / 2 alliances of 4 teams
I'll stop now.

Here are also some added pictures with how Eggs could look like with alliances, just to give you an idea of what could be possible (there are of course more thing possible than just the pictures i show below):
JAAppYZ.png
2Sx3zg9.png
hnVvaci.png

Like i stated before, i do have to say though that for this gamemode to work at its best, we'll need more big maps divided into small teams



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POSSIBLE PROBLEMS WITH THIS CONCEPT AND SOLUTIONS TO THEM:
- Not being able to recognize well who your allies and enemies are

Fix: Give everyone in one team very similiar colours (Green, Dark Green, Lime). Put some kind of scoreboard up that makes it easier to distinguish on the side (like the ones we already have at Eggwars right now but slightly modified of course, also showing alliances, something like this for example:)
xvplcAM.png


Give players a tag above their heads showing the team they belong to, like this guy has too:
D2Q6SMp.png

Other fix (credit for this idea to @SpankMeSanta ) could be that you could use things like underlined names, bold names, italic names and a different font family (that's different enough compared to others of course), and lastly, you could like i stated above before, add a simple tag above the players' name, showing what alliance the player is part of; examples:
LZZbFtf.png
.
(correction to this picture: '*Normal Letters*' (first picture on the left) should be '*Underlined letters*'.)
Another way (credit for this idea to @CommunistCactus ) could be to just make their name bold just like your own team, also put the allied teams in the same chat.

I personally think the best solution to this problem is to both make the colours of each team of the alliance it's part of very similiar AND the tag i've mentioned above in the pictures. Similiar colours + Tag = Boom, fixed baby!

Fixes found along with the help of @SpankMeSanta and @CommunistCactus


- Toxic players breaking egg defenses of other allied islands

Fix: not found yet. Possible fix could be that only the members of the island of that given egg could break the blocks placed around the egg, not the other islands of the team. Although i think this might cause frustrating situations and inconveniences. Then again, is this really a big deal? They're in Normal Teams and Speed Teams aswell. Besides, how often do you even encounter really toxic players, i personally, not so often. If it is a problem, i think it might just be something that we have to accept, i mean we could also accept it with other games/gamemodes, this should be no exception in that regard. They're unfortunately, (at times) part of the game. It would be nothing exclusive to just this gamemode anyway.

You could also report these players if needed.


'Fix' by me @FartiliciousManChild along with assurement from @CommunistCactus


- Grand scale camping

Fix: No punch bow/very expensive punch bows; diamond gens only at mid/no diamond gens at bases; slightly cheaper enderpearls (48 diamonds or higher for example).

Fix by me @FartiliciousManChild

- False crossteam accusation attempts

Fix:
  • Either have maps specificially made for this gamemode (and therefore revealing the gamemode played
  • Have leather armor colours look different compared to normal Eggwars.
  • Have the tags i mentioned in 'Not being able to recognize well who your allies and enemies are', something only this gamemode is likely to have. This would also reveal in what gamemode you're playing and prevent people recording you for crossteaming in the wrong gamemode.
  • Put something in the scoreboard making clear in what gamemode you're playing; have some signature thing or something exclusive to just that gamemode, making once again, clear in what gamemode you're playing. Anything that will distinct itself from Normal Eggwars in a way should work.
  • If more is necessary to convey in what gamemode you're playing, you could always have a message repeat after every 15 minutes or something similiar in chat that clearly says that you are in the given mode that you are currently playing in.
  • Basically, make this gamemode recognizable in some ways.
Fix by me @FartiliciousManChild


- The possibility of having to perform a very (too) tough comeback
Fix: once you've lost 75% of all the players in your alliance, a 'warfare tradesman' will spawn near the normal villagershop at all the islands of your alliance (all players from all alliances can use these too, IF, these players from those different alliances have also lost 75% or more of the players in their alliance), offering you 3 possible one time deals (which means you can only purchase one for the entirety of the game and no more) for a pretty cheap price (5 diamonds for example). You can only choose to purchase one of these 6 offers, you can't buy all 6, so choose wisely.
The deals include:
- a resistance 1 potion (that thing you get from a enchanted golden apple) lasting for 8 minutes
- a strength 1 potion lasting 8 minutes
- a swiftness 1 potion lasting 8 minutes
- a very efficient diamond pickaxe
- a diamond chestplate
- and lastly a stone sword with sharpness V (therefore being the equivalent of a sharpness 1 diamond sword (1 attack damage higher compared to a normal unenchanted diamond sword) but with lower durability (would only apply with normal items! For Overpowered items, if it ever gets added to this gamemode, it would be an iron sword with sharpness IX, which would be the equivalent of a sword with 1 attack damage higher than a diamond sword with sharpness V)

Every player (that's still left) on the team can purchase one of these.

The villager could even speak to you saying (in just text): 'I heard you guys were in a dire situation and in need in for assistance, well let me show you my special one time only offer. Choose wisely...' This could be added if villager speech would become a thing.


Thanks to @Gainfullterror for bringing light to the need of some sort of comeback tool, solution/idea made by me @FartiliciousManChild


- Too small of a playerbase?

Fix: first off, i don't think it is too small to begin with;

and secondly: wouldn't adding something like this bring more players to Eggwars (and Cube as a whole) in general and maybe make up for the what might now be a deficient amount of players? this could very well be possible.

Also just think about YT'ers likely playing Eggwars on their channels again and bringing new traffic to Cubecraft too for example. I'm sure they might try this due to this being Eggwars, a very popular gamemode to my knowledge in regards of all the Minecraft servers. So something new to Eggwars like a variation would likely be considered as a pretty big thing that could catch those (usefull in regards to increasing traffic towards certain servers ;))YT'ers attention. Their influence and attention can have a pretty big (what seems to be lasting) impact on a servers popularity, and therefore traffic.


Fix by me @FartiliciousManChild

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EXTRA (MORE IN DEPTH) POTENTIAL ADDITIONAL IDEAS:

(Please make sure that before you judge or offer criticism towards any of these ideas that you've read the elaboration on it beforehand)


- Each section/island gets their own strengths and/or their own items to purchase, therefore each island could play it in a smart strategic way according to their own strenghts.

Click on the spoiler tag for more info.

If i were to include this in my idea, the strenghts/buff(s) of each island would be made minor and simple, as to not have it be too gamechanging but instead just enough to add a bit of spice to the game and the room for strategy. So perhaps some minor tweaks; these are the ideas i've come up myself so far in regards of this:

  • Weapon island buff: extra purchasable Sharpness 1 wooden and stone weapons (swords and axes). So how this would look like in the villagershop is like this (with islands that have a weapon buff):

5 iron - wooden sword.

20 iron - wooden sword (sharpness 1).

32 iron - stone sword.

64 iron - stone sword (sharpness 1).

Other scenario if we were to combine a lower item price for weapons and a buff it would be something like this:

4 iron - wooden sword.

18 iron - wooden sword (sharpness 1).

30 iron - stone sword.

60 iron - stone sword (sharpness 1).


  • Miner island buff: what this would include is a purchasable haste 1 potion for 10 gold and each pickaxe price would be lowered along with an extra diamond pickaxe with 1 higher effiency compared to what would normally be the fastest/most efficient pickaxe
(example of this would be:
5 iron for stone pickaxe (Ef1),
1 gold for an iron pickaxe (Ef1),
5 gold for a diamond pickaxe (Ef 1),
5 diamonds for a diamond pickaxe (Ef 3),
10 diamonds for a diamond pickaxe (Ef 5))


  • Armor island buff: you would be able to either buy yourself a normal unenchanted leather set (1 iron per piece) or you could buy yourself enchanted protection 1 leather armor for 2 iron per piece. The last item that would also be made purchasable would be leather featherfalling 2 boots. So basically, you would be given two extra purchasable items, which in this case is prot 1 leather and feather falling 2 leather boots.

  • Archery island buff/strength: your normal price for a bow is 3 diamonds cheaper than it would normally be (so a normal bow that would normally be around let's say 25 diamonds would now be 22 diamonds. A power 1 bow that would normally be 35 diamonds would now be 32 diamonds. A punch 1 bow, which would normally be 48 diamonds, would for them be just 45 diamonds), another thing that would be made cheaper would be arrows, which from 5 gold for 10 arrows, would now be 3 gold for 10 arrows. Maybe another thing that could be added to this island strength are making more types of certain tipped arrows purchasable, what kind, i'm not sure of yet


  • Builder and food buff: 1 iron would give you 3 building blocks as a standard price. All foods (aside from gapples) would be 1 iron cheaper as its standard price. And lastly, golden apples have a standard price with a discount option. Gapples would still be 2 gold per gapple; however, there would also be the option to buy 6 gapples for 10gold. Supermarket tactics lol, get more for a cheaper price haha (1 free gapple!), well that’s this too. Perhaps Notch apples would also be less pricey and become 30 diamonds instead of 32 as a standard price.



Make the island buff a votable thing for the ranked players. They can vote the items for all the items for everyone on the map like OP, Normal and Hardcore. But now the ranked folks will also be able to vote for something else! And that would be their island buff! This vote would of course only affect the buff for the island that the ranked voter would be placed in. For other islands/teams who don’t have anyone that can vote something for them, they will simply have randomised island buffs; but only an island buff that hasn’t been voted for by someone else on the alliance on a different team already. Each island buff can only appear once in an alliance, no more. So having your whole alliance have the weapon island buff is impossible. If multiple voters from different islands on the same alliance would all vote for the same buff then the island with the most voters voting for that buff would get the buff, the majority gets what it wants basically. If the amount of votes are equal for one single chosen buff between the islands of an alliance (so 2 voters from each island voting for the same buff for example) then the buff will be acquired by either one of the islands that voted for it by random chance. It's just the same really as how voting now gets approached.

I'll also like to make clear that only people from the island with the buff have the ability to buy either these lil extra's or buy things at a lower normal price (instead of just everyone, so no, you wouldn't be able to just hop from island to island to get your item cheaper or to get that stone sharp 1 sword, it would have to be given to you by someone else if you aren't part of the island that has this naturally installed).

It might also be nice to see if ranked players (Gold and beyond) could already vote IN THE LOBBY while waiting for players to choose whether they would like to play with buffs or not, with the default unaltered settings to this being with island buffs/strenghts.

Lastly, you can also scrap the whole voting thing out of this and take the route of having the strengths/buffs predetermined and consistently the same on each island on the map, this way you'll also be able to pick your the island of an alliance you find most favourable in regards of it buff/strength as a regular stone ranked player.

The more i think about this, the more potential, strategic creativity and fun i can see in it.




By me @FartiliciousManChild, also made thanks to @CookieBoy368


- The last remaining alliance fights it out among itself. The teams of the alliance that survived and won, fights it out. The winning island of this fight gains extra points, while the lost islands (of the winning team, aside from the islands that died off before the team won) still receive a normal, good amount of points for being on the winning team. If this were to be added i think it would be best to have this off by default and only have it happen if it were to be voted for.

Click on the spoiler tag for more info.

The final deathmatch between the winning islands needs to be balanced in some way gear wise. If the islands would fight it out with their own gear they made in the game it could cause islands of the same team to sabotage each other (breaking their allies' bridges for example) to prevent their fellow islands from becoming too well geared so they might have the advantage gear wise when they fight in the island deatmatch. My suggestion would be: delete all items and in turn give them equal gear and items. teleport players back to their islands delete all chests and all blocks placed during the game, generators get reset. This would prevent sabotage between allied islands and would also prevent the fight from potentially being one sided.

Along with that, i'd make this deathmatch between the winning islands more fast paced since it should be seen more as a sort of 'extra event' for bonus points and not the main thing of the game, but that's just my take on it. The means through i would make it more fast paced could be stuff like: speed pots, delete the eggs so everyone has only one life, give crazy items like enderpearls, fireballs and eggs that would generate bridges to the point you throw them (hypixel eggs from bedwars), give strong weapons and weaker armor (etc.?). A suggestion for the transition into this deathmatch is to instantly teleport all the players of the alliance (so even players from eliminated islands/teams of the alliance (aside from players that left the game)), of the winning alliance, to their base the moment the alliance kills the other last team of the last alliance and wins and then start it from there (maybe even: teleport players to a deathmatch arena and remove the whole 'have to bridge to the other island' aspect all together).

I'm not too sure myself yet which option i prefer so i will leave this for Cubecraft to decide on.
(Nice name to maybe give for this deathmatch could be something like "The traitorous battle".)

Also, i'm going to propose something pretty crazy, but please, hear me out: have this final deathmatch / traitor battle be votable. Now here it comes (brace yourself), the ones who can vote is going to be...EVERYONE, not just the ranks. Wouldn't that be cool for once? If no one votes anything there will be no final deathmatch by default (although, once again, i rather let Cube decide on what option seems best to put as default)

Also to make sure you can still make a clear distinction between the teams in the deathmatch (cause the teams would be quite similiarly coloured since they're all from the same alliance) you could apply the 'extra tag above head' fix as a solution and instead of having the tag showcase the alliance the player belongs to, you could change it to have it now show the team it belongs to once the deatmatch starts. Here's a picture of what i mean:
s3Gfe1S.png


This round will not be possible with all maps that include certain parts of this additional idea: Have teams combined into one team, but DON'T give each team a seperate egg. (see: Alliance 4 (Delta)(just one island with one egg): Yellow (12 players)

Idea by (first)@effot and @Younisco and improved and worked out by me @FartiliciousManChild


- Have teams combined into one team, but DON'T give each team a seperate egg. Instead, give them only one egg.

Click on the spoiler tag for more info.

Each island of one of these combined teams/alliance would depend on one egg this way. So let's say you have 3 islands, combined into one team; then this team would have 1 egg for all 3 the islands. But to avoid this from being totally the same as just one big team, have the spawnpoints be different, and have players spawn on different, seperate islands in this team. The egg would preferably be located in the 'middle' island if there is one, or have the egg be located at one of the islands that belongs to that team by random.
Example: Green + Dark Green + Lime = 1 team with 1 egg. ==> Egg would be located at Dark Green (assuming that would be the island inbetween Green and Lime) ==> Green, Dark Green and Lime all have to protect this one egg to ensure their respective spawnpoints to be able to keep respawning after death.

Applications for something like this could be a lot of things, there's a lot of room for creativity if you combine this idea with the main concept (or even the Normal Eggwars setup) and have a gamesetup that goes something like this:

Possible gamesetup (this one is a bit crazy though):
Alliance 1 (Omega)(each island with a seperate egg): Green (3 players) + Dark Green (3 players) + Lime (3 players)
vs
Alliance 2 (Alpha)(with just one egg for all islands): Orange (5 players) + Red (5 players) + Dark Red (5 players)
vs
Alliance 3 (Gamma)(each island with a seperate egg): Light Blue (1 player) + Blue (1 player) + Dark Blue (1 player) + Purple (1 player) + Dark Purple (1 player) + Pink (1 player)
vs
Alliance 4 (Delta)(just one island with one egg): Yellow (12 players)

I can see this being a bit hectic, so i hope that Cube could come up with something to prevent this from happening. They can already start off by applying the fix i noted before for "Not being able to recognize well who your allies and enemies are". And also, if it did happen that this couldn't possibly be made less hectic (if we were to assume it would be), then honestly, so be it; the amount of possibilities for something cool or crazy (like the example above) is way to cool to pass up on, i'm sure the playerbase would figure it all out eventually.

Although, aside from trying to fix this possible gamesetup from possibly being hectic, i did only choose to come up with a gamesetup as crazy as shown above just to prove how creative you can get with this if you dare to combine multiple team-designs.


By me @FartiliciousManCh[SIZE=3]ild[/SIZE]


- Have unique uneven maps with unique interesting team designs.

Click on the spoiler tag for more info.

Imagine a map for example having a team design that would look like this:
alliance (1 island(s) - 8 players per island(s)) vs
alliance (2 island(s) - 5 players per island(s)) vs
alliance (3 island(s) - 4 players per island(s)).
Now of course the teams with the higher island and playercount should be given big disadvantages compared to the teams with a lower island + playercount (which in contrast should be given big advantages) as a way to remain balanced. I think something like this could be extremy interesting to play with.


By me @FartiliciousManChild

- Have Greek alphabet alliance names, instead of colournames. So stuff like: Alpha, Beta, Omega, Delta, Gamma, Theta, Kappa (yes this a Greek letter lol), Sigma, Omicron, Epsilon, Zeta, Psi, Upsilon, iota.

Click on the spoiler tag for more info.

These are already 14 different potential names for an alliance, in other words, more than enough.
Enough, cause these names should be given to an alliance, not a team/island individually, which i would stick to giving colour names. So here's an example of how that would look like:

Game setup:
- Team 1 called Omega: Green (3 players) + Dark Green (3 players) + Lime (3 players)
vs
Team 2 called Alpha: Orange (3 players) + Red (3 players) + Dark Red (3 players)
vs
Team 3 called Gamma: Light Blue (3 players) + Blue (3 players) + Dark Blue (3 players)


By @Younisco and further worked out by me @FartiliciousManChild


- An in-game incentive for alliance teamwork. This would encourage players to work together as an alliance and push them in the right and beneficial way of playing and could reward them for it. something simple and basic to start off with would be an Ally chat/Alliance chat.

Click on the spoiler tag for more info.

Next thing could be this: Have the villagershop at your base sell food, weapons (only affecting wooden and stone weapons) and bows at a slightly more expensive price once one of the teams in the alliance dies off completely (so instead of steak costing 5 iron make it cost 1 iron more after a team of an alliance dies off, with a cap of 8 iron - a 3 iron difference (in the case of there ever going to be maps where alliances would consist out of a lot of teams, which is why i added a cap, so the price cant just increase till like 10 iron if you happen to be playing with a map that places you in an alliance consisting out of 6 teams and therefore making it possible to up the price to 10 iron if we apply the rule of: price goes up 1 iron per fallen team of the alliance). Swords and axes (only the wooden and stone ones) would also get slightly more expensive to buy (1 iron more expensive per team of the alliance that gets taken down, once again, capping at 3 iron more compared to the normal price). While this might add to the incentive of making teams work together, i'm not a hundred procent sure about the weapons though, because this could also add fuel to the problem of being able to make a potential comeback.
For now as it stands, the penality per lost team would be this:
All food gets 1 iron more expensive - capping at 3 iron more expensive compared to the normal price
Weapons (only affecting wooden and stone) get 1 iron more expensive - capping at 3 iron more expensive compared to the normal price
All bows get 1 diamond more expensive - capping at 3 diamonds more expensive compared to the normal price

All block prices stay unaltered.

It might actually even be cool aswell if these more expensive prices would only be existing at the teams of your alliance, (given there are other alliances left who still have all their eggs alive and therefore an unaltered/cheaper price) so not the enemy villagers, this could also pose to be a good incentive to act more offensively (and attack other people so you can use their less inflated villagers) and not just defend cause they're the last team standing of the alliance with an egg. Hope you understand what i mean with this. This can go both ways by the way, cause it could also lead to players buying items more expensively at other alliances that have lost teams, which would just be something you could try to keep track of if you'd want to prevent that; don't see any big problems with this. If anything i think it's pretty cool actually as this leaves more room for skill development as you could learn to get good at keeping track of what other alliance prices are and act smartly/strategically accordingly to that info.

In terms of rewards for teamwork, i would do something along the lines of 'you get x by keeping all the eggs of your alliance alive' after a set amount of time has passed, now what this x would be is not yet 100% clear to me as i want to keep this very minor and not give a big advantage, maybe something like it would make blocks slightly cheaper and give you more blocks in turn for 1 iron (so 3 blocks instead of 2 blocks per 1 iron), since being in this position in the first place puts you in a pretty strong position so any big lasting buffs should be unnecessary, i atleast don't want to give these teams any advantages in regards of pvp, i'm thinking more off stuff like building blocks and food.
I guess for now i'll keep it at food and blocks being affected by this.
In short: food and block prices are reduced by 1 iron

Example: *after 10 minutes of keeping all the eggs alive of your alliance* 'Your prices have gotten lower as a reward for keeping your alliance's eggs alive!' --> 1 iron now gives you 3 blocks instead of 2. All food now costs 1 iron less!. This buff reward doesn't get extended if you happen to succesfully keep your alliance's eggs alive for any longer. So not this: *after 20 minutes of keeping all the eggs alive of your alliance* --> 1 iron now gives you 4 blocks. Food price is now 2 iron less.

If an alliance that has had this buff completely loses one of it's teams it will receive the same penalty as people who haven't had the buff. What this means basically is that food would increase by 2 iron and blocks return to the normal price. The food price would be increased from it's normal price, not in accordance to its decreased price.


Made thanks to the help of @Gainfullterror for giving me this idea, Team-incentive solution/concept made by me @FartiliciousManChild



My personal view

My personal view on how the endproduct of all these ideas should look like is to simply have every additional idea and especially fixes added to the mainconcept, that be my personal preference, but in the end Cube is the decisionmaker and they can of course decide not to include all the things listed in the list of extras; they're after all still just potential additional accessory ideas that Cube could pick from to possibly add to the mainconcept. I do think implementing all the fixes in the mainconcept is a definite must though.


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So.
Cubecraft...What are you waiting for?


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BE SURE TO UPVOTE/LIKE MY POST ON THIS MODERATORS' (@Younisco) 'SUGGESTION COMPILATION' THREAD ASWELL IF YOU HAPPEN TO LIKE THIS: https://www.cubecraft.net/threads/suggestions-compilation.201864/


Thank you for reading my long take/explanation on my idea :)

Please leave your opinions down below on this, i’m curious to hear what you all think of this.


Also if you have any questions about it or things that aren’t clear for you, feel free to ask




Previous threads:




















Lastly, DON'T FORGET TO VOTE!


(If you vote 'no' i would really appreciate it if you would let me know why / discuss your arguments with me in a civil way as to why you chose it so i could maybe improve my concept with that info, thanks in advance)



~FartiliciousManChild

(a.k.a. Epicfartofdoom (in game))
 
Last edited:

Shallidor

Dedicated Member
Feb 2, 2018
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Okay, my opinion about this:

There are just too many things I (personally) don't like about this.

1. (This is just about me) I hate team eggwars, I only play it with friends in party. Now as stone member I usually don't play much team eggwars. I am pretty sure I would never have enough friends online to actually fill up a 'team of teams', so I would have to play with random teammates. *Making sounds of extreme annoyance about great teammates*

2. Extreme defense of eggs late game. If you want to get eggs late game (everyone full iron, dia sword, gapples, etc.) it would be extremely hard if immediately 4+ people from different teams attacked you. Especially if you are alone (your team is dead or is stupid and doesn't follow).
Now you say this is also a problem in big team maps (4+ players). Now the point is right there, if you kill someone, they respawn near you and you can kill them in 2 hits if they try to buy new stuff. But in this concept players will spawn on different islands, have the time to grap some armor, gapples and a sword and attack you again.

3. A lot of people fighting over the generators (even more than there is already).

Might come up with things later I got to go now.
 
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FartiliciousMaleGuy

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Okay, my opinion about this:

There are just too many things I (personally) don't like about this.

1. (This is just about me) I hate team eggwars, I only play it with friends in party. Now as stone member I usually don't play much team eggwars. I am pretty sure I would never have enough friends online to actually fill up a 'team of teams', so I would have to play with random teammates. *Making sounds of extreme annoyance about great teammates*

2. Extreme defense of eggs late game. If you want to get eggs late game (everyone full iron, dia sword, gapples, etc.) it would be extremely hard if immediately 4+ people from different teams attacked you. Especially if you are alone (your team is dead or is stupid and doesn't follow).
Now you say this is also a problem in big team maps (4+ players). Now the point is right there, if you kill someone, they respawn near you and you can kill them in 2 hits if they try to buy new stuff. But in this concept players will spawn on different islands, have the time to grap some armor, gapples and a sword and attack you again.

3. A lot of people fighting over the generators (even more than there is already).

Might come up with things later I got to go now.

1. Is just like you stated yourself aswell: a personal problem

2. Look into the 'Problems and fixes' section.

3. First off depends if certain maps and teams/alliances do indeed include more players; and if so, then the solution would be to just add more generators or something like that. Not a big deal basically.
 

Shallidor

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1. Is just like you stated yourself aswell: a personal problem

2. Look into the 'Problems and fixes' section.

3. First off depends if certain maps and teams/alliances do indeed include more players; and if so, then the solution would be to just add more generators or something like that. Not a big deal basically.

2. Yes, but the problem is the respawning on different islands, so people can grab some items and fight again.

3. Adding more generators would mean that a person could get very strong very quickly if he's in mid alone.
 

FartiliciousMaleGuy

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2. Yes, but the problem is the respawning on different islands, so people can grab some items and fight again.

3. Adding more generators would mean that a person could get very strong very quickly if he's in mid alone.

2. You'll just have to deal with that. Now if you happen to kill people and they were stacked its not likely they'll come back stacked again really quickly anyways, it would be way more likely that they'll come back with stuff like leather armor and a stone sword, unless they were smart enough to make several backup sets (but this is a rare occurance). This likely holds true for both cases with that said:
- You kill people at their own island --> they respawn naked --> easy free kill for you / 1 or 2 get lucky and get geared to the point they just have a sword or just have leather armor and a sword; assuming you have iron armor and are stacked --> still easy kill.
- You kill people at their own island AND people that come from an allied island(s) of that alliance you're fighting --> the people that you killed and belong to the island you're fighting on respawn near you and are free easy kills and the people that respawn on an other island(s) likely just come back with either: nothing or just leather gear and a stone sword, if they would want to come back more stacked they would likely have to wait for a bit before being able to do so (unless like i stated before, they have stored multiple full iron sets ready in chests, which is a rare occurance). By the time people would be able to return stacked you should've already been able to get the egg of the island you were attacking and hopefully escape the island/kill the players of that island and then escape.

Anyways, while the comeback tools the warfare tradesman sells should assist you somewhat; it shouldn't make a comeback of the worst case scenario easy. Making a comeback where you're in the worst possible scenario should be avoided in the first place (unless you're delibaretely looking for a real challenge) since it would definitely be very challenging, atleast very likely more challenging compared to having to make a comeback on Normal Team Eggwars (unless you're either playing Rome or Mansion), but that's not a bad thing, it would be another in-game incentive to: try to keep your alliance/team alive, prevent other alliances from remaining fully intact, aswell as it being an incentive for teamwork instead of going solo almost all the time and letting the rest of your alliance/team die; cause that could lead to (Epicfartof)doom, which it would of course be very hard to recover/comeback from (BUT, should still be possible with smarts and the comeback tools provided by the warfare tradesman). Lastly, it would also add to the intensity of matches.

3. Yup, that COULD be! Assuming all the generators are going to be centered that is. A way that could nerf mid somewhat could simply be: a big spacing between generators.


Thanks for your feedback and reasoning for it. Gives me more insight and is very much appreciated ^-^.



Edit for point 2: You could of course also use a punch bow to bow off any allies who want to assist the team you're attacking and have to cross a bridge.
 
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Shallidor

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2.
- You kill people at their own island AND people that come from an allied island(s) of that alliance you're fighting --> the people that you killed and belong to the island you're fighting on respawn near you and are free easy kills and the people that respawn on an other island(s) likely just come back with either: nothing or just leather gear and a stone sword, if they would want to come back more stacked they would likely have to wait for a bit before being able to do so (unless like i stated before, they have stored multiple full iron sets ready in chests, which is a rare occurance). By the time people would be able to return stacked you should've already been able to get the egg of the island you were attacking and hopefully escape the island/kill the players of that island and then escape.

I now realized in my head I only thought about OP items. In normal it's easy to kill a leather person indeed, but in OP it's different (if they took some gapples).
What you said makes sense though.

it would be another in-game incentive to: try to keep your alliance/team alive, prevent other alliances from remaining fully intact, aswell as it being an incentive for teamwork instead of going solo almost all the time and letting the rest of your alliance/team die;

Ugh Steve please don't rush over that bridge they have bows....
R.I.P.
I know this is just a joke and the worst case scenario, but as I said before I hate cooperating with randoms (personally).

Edit for point 2: You could of course also use a punch bow to bow off any allies from the team you're attacking who want to assist the team you're attacking and have to cross a bridge.

But if there is a punch bow in this mode, it would greatly increase camping (as said before, where the fix was: no/expensive punch bow).

Thanks for your feedback and reasoning for it. Gives me more insight and is very much appreciated ^-^.

No problem ^.^ I hope it's useful for the staff to (try to) fix these points if this will be added.
 
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FartiliciousMaleGuy

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But if there is a punch bow in this mode, it would greatly increase camping (as said before, where the fix was: no/expensive punch bow).
OOF, you caught me there (well sorta). But like i stated in that aswell, it's either no punch bows or VERY EXPENSIVE punch bows, i think starting out with very expensive punch bows instead of no punch bows is the way to go cause i do think it belongs in Eggwars and is part of it. If it happens that still doesn't do the trick in regards of reducing camping then we could possibly remove them all together. Deciding on whether to remove a punch bow or not at this early stage is quite difficult though, so i'll rather decide on possibly removing it in a later stage after we would've seen and experienced how troublesome punch bows still prove to be.
 
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CatsLoveRainbows

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Can you people stop arguing? It’s hurting my head.

(BTW, I voted IDK, because taking sides on this seems like a bad idea with all the disagreement and ya...., so.... bye)

:uber_cubelet:
 

Shallidor

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OOF, you caught me there. But like i stated in that aswell, it's either no punch bows or VERY EXPENSIVE punch bows, i think starting out with very expensive punch bows instead of no punch bows is the way to go cause i do think it belongs in Eggwars and is part of it. If it happens that still doesn't do the trick in regards of reducing camping then we could possibly remove them all together. Deciding on whether to remove a punch bow or not at this early stage is quite difficult though, so i'll rather decide on possibly removing it in a later stage after we would've seen and experienced how troublesome punch bows still prove to be.

I guess it's not essential for the format of your idea indeed. :)

Can you people stop arguing? It’s hurting my head.

(BTW, I voted IDK, because taking sides on this seems like a bad idea with all the disagreement and ya...., so.... bye)

:uber_cubelet:

It's not arguing it's just sharing opinions ;)

Btw did you take :uber_cubelet: under your post from me? (I have been doing that for some time now) :P
 

Younisco

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I recall giving you some feedback on this idea. :P

But to rephrase, I really like the idea. I had an idea, where there will be two allied teams, and after the rest of the teams are killed, or eggs are destroyed, then they become unallied and the winner will be the last team alive. It definitely seems like a nice idea.
 

Gainfullterror

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I had an idea, where there will be two allied teams, and after the rest of the teams are killed, or eggs are destroyed, then they become unallied and the winner will be the last team alive.
I think that would result in players setting traps for their own allies rather than focusing on just the current opponents. Sounds cool if you play with friends, but in practice it'd probably be a mess of team trolling and teams refusing to help allies.
 

FartiliciousMaleGuy

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I think that would result in players setting traps for their own allies rather than focusing on just the current opponents. Sounds cool if you play with friends, but in practice it'd probably be a mess of team trolling and teams refusing to help allies.
I actually got a concept that's something fairly similiar (or atleast thats what i feel like it is if i correctly understand what Younisco meant) to that in my thread aswell in the potential additional ideas section. I go into detail and explain how i would prevent sabotage like you described with it aswell.
 
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FartiliciousMaleGuy

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I really hope this isn't considered tag spamming what i'm doing with this (if so, then i'll stop, i don't wanna get banned or anything like that for this), but i would really appreciate staff responses.

Since you two are online, i would like to kindly ask for a bit of your time and any thoughts about this if you have some. Thank you very very much in advance.

@Power Ranger @AnimalTamer1
 

Shallidor

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it would be another in-game incentive to: try to keep your alliance/team alive, prevent other alliances from remaining fully intact, aswell as it being an incentive for teamwork instead of going solo almost all the time and letting the rest of your alliance/team die;

I had an idea, where there will be two allied teams, and after the rest of the teams are killed, or eggs are destroyed, then they become unallied and the winner will be the last team alive. It definitely seems like a nice idea.

This is a paradox. You first have to keep as much alliance members alive, only to have to fight more after you beat the other alliance(s).
 

FartiliciousMaleGuy

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This is a paradox. You first have to keep as much alliance members alive, only to have to fight more after you beat the other alliance(s).
So let's change that (since i myself had kind of the same concept in my thread aswell at the potential additional ideas section) then cause you do have a point in regards with this. Let's turn this: "teleport all the players still alive, of the still standing islands, of the winning alliance," into this: 'teleport all the players of the alliance (so even players from eliminated islands/teams of the alliance (aside from players that left the game)), of the winning alliance'.

There, this should already do the trick.

Only flaw with this concept as a whole would be that it wouldn't be combineable with all maps that include something from this idea: Have teams combined into one team, but DON'T give each team a seperate egg. Instead, give them only one egg. But that wouldn't be a big problem in my eyes since not all maps are probably going to include something from this idea if any at all. For the maps that would make use of this idea this deathmatch would simply not be votable for.
 
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FartiliciousMaleGuy

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@Spuuuni @SpankMeSanta @effot @Shamel @ArianaGrande @werra11 @Qin Shihuangdi @Zuno_Yutogo @ArcturusTE_PN

Tagged you guys cause i've either seen you around multiple times at the Eggwars section of the forums / are frequent Eggwars players.
I thought that for any opinions on this concept it should also definitely involve/include people like you guys, since this does involve Eggwars. You don't have to respond to this, but it would of course be appreciated if you did if you'd happen to have an opinion on it.
 
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