- Block Wars was one of the most popular games a long time ago, it's popularity has now decreased because it is never updated. A small update is not useful, it would just attract players for a day or two, we need a complete overhaul, so these are my ideas to bring back to life Block Wars.
The kits we currently have are very nice and pretty balanced between each other, except for the tank kit, I suggest it should be removed, there's no way to balance it if it's theme is iron armour, either it is very bad (as it is right now), or it's too op.
I suggest we have some new kits, so here's the list:
- Viking: Leather chestplate, wooden pickaxe and a stone axe. It would be represented on the kit menu by a stone axe, and it would cost 1000 points.
- Knight: Chain helmet and boots, shield, bow (3 arrows) and an iron sword. It would be represented on the kit menu by a shield and it would cost 900 points.
- Pyromaniac: Infinite fire resistance, orange leather helmet and boots (fire protection 2) and blaze wand (fire aspect 2). It would be represented on the kit menu by an enchanted blaze rod, it would cost 900 points.
There are many other possibilities for kits, these are just some ideas.
There are currently only 3 trap blocks, and it's getting boring by now, so here are some trap block suggestions.
- Evoker: When broken it spawns in a vex and summons beneath and around the player the evoker's fangs. It would be represented on the trap block menu by an evoker spawn egg, and it would cost 1500 points.
The Evoker's fangs.
@Cynamooo came with the idea to change a little bit the trap blocks:
- Spider: When broken, spawns one cave spider that has a 75% chance to poison the player for 3-5 seconds, then place a cobweb beneath the player to trap them. It would be represented on the trap block menu by a cobweb, and it would cost 1000 points.
- Guardian: When broken, it makes the flag or core shoot a guardian beam to the whole enemy team (The effect is chosen randomly between: slowness, nausea, and weakness, has a 25% chance to burn, any effect, would only last for 4 seconds) even if the flag is covered, it works. It would be represented on the trap block menu by a guardian spawn egg, and it would cost 900 points.
- Armour and swords should be unbreakable, it has happened to me many times that my sword breaks, without a sword I can barely do anything so I have to kill myself to get one again.
- Decrease or increase the build time according to the amount of blocks. If half blocks mode is selected, the build time should be cut to 1 minute, if normal blocks mode is selected, the build time should be 2 minutes and if double blocks mode is selected, then the build time should be 2 minutes and 1/2.
Phase #1: Players receive 1 minute of preparation, there are no blocks, in which the team must vote for a core/flag defense mode, there are many types of defense modes a team can choose, here are some.
- Explosive: the core summons in TNT around it every 10 seconds that only deals damage to the enemy team.
- Potion: The core surrounds itself with lingering potion effects, strength for it's team and poison for the enemy team, the lingering effect lasts 5 seconds and appears again after 10 seconds.
- Zeus: Whenever an enemy player gets near, it summons lighting bolt to attack them, it can summon lighting bolts every 4 seconds.
- Spawner: summons 2 monsters randomly every 10 seconds (It can only summon: Spiders, Zombies, Skeletons, Creepers, Strays, Hounds and Cave Spiders and it has a 15% chance to summon in a Wither Skeleton) The monsters only attack enemy team players.
- Evoker: It requires the total team level to be 100+ (The team level is found out by adding all of the player's levels), it summons evoker fangs beneath and around an enemy player when they get near, it has a 0.5 seconds cooldown.
- Spider: It requires the total team level to be 150+, it summons 3 cave spiders every 10 seconds and places cobweb beneath enemy players, it has a 5 second cooldown.
- Guardian: Shoots guardian beams to enemy players every 5 seconds.
Phase #2: In this phase, the fight phase the players must be able to take the enemy flag and capture it or damage the core, but with a twist, on this mode the map suffers different "disasters". During the battle phase, every two minutes there's a different "disaster" that lasts 100 seconds. Here are some of the disasters I have in mind:
- Meteor Shower: Fireballs start impacting on different zones of the map.
- Thunderstorm: The sky gets gray, lightning bolts start impacting the map.
- Bomb: TNT fall from the sky, and appear behind the players every 10 seconds.
- Nether Invasion: The map starts getting corrupted from a random place, the normal blocks of the map are then replaced with netherrac, quartz, glowstone, and soul sand. Wither skeletons spawn in, pigmen, blazed and magma cubes, then lava gets spawned on the sky and large fountains of lava appear.
Phase #3: If by the time phase #2 has ended and no one has managed to capture a flag, overtime begins, the core/flag's defense is deactivated there are no natural disasters, it's just plain normal Block Wars.
I think this is it for this thread, thank you for taking you time to read this, any type of feedback is appreciated and please make sure to participate on the poll.
Infiltrator: (Credit: @MrGrumpyCheese), Leather chestplate and leggings, wooden sword and pickaxe, 3 chorus fruit. It would be represented on the store by a chorus fruit and it would cost 900 points.
The whole idea of this kit is to walk up to a wall and eat a chorus fruit for a chance to be teleported onto the other side. A chorus fruits teleports players +/- 8 blocks in each of the 3 axis, so its range isn't unfairly large (nor is it so small that the player can accurately predict where they're most likely to end up).
Last edited: