Before any of you say "Eggwars is perfect as it is now" READ the thread first.
We all know speed mode was major flop. I came up with something to replace it.
Speed mode will be re-incorporated into normal eggwars as the same normal mode-based voting option I suggested it as. This means it will take place on the same maps as any other game. You'll be able to vote for it with gold rank. Blocks will be half the price of normal mode except obsidian which will be hardcore price. Punch and power bows are removed. Steak is 3 iron per steak. and most importantly, golden apples remain 10 gold. This will mostly silence complaints about chugging and mid camping as now there's a non-hardcore mode where we don't need to worry about this.
Replacing speed mode would be eggwars laboratory mode. Yes, like Hypixel's skywars lab mode. 4 modes would be added at the start, all heavily differing from the typical eggwars PvP style.
PotPvP
This could be something to heavily attract a competitive community. You'd start off the game with full protection 3/4 diamond armor and a sharpness 4/5 diamond sword. You'll also get 20 splash healing potions.
What Resources are Used For:
Iron - Speed Potions and Blocks
Gold - Pickaxes
Diamonds - Negative Potions and Strength Potions
Price List:
2 Iron - Speed 2 potion (1:30)
1 Iron - 5 Stained Clay
2 Iron - 5 Glass
1 Iron - 1 Hay
15 Iron - 1 Obsidian
1 Gold - Eff 2 Stone Pickaxe
3 Gold - Eff 2 Iron Pickaxe
7 Gold - Eff 2 Diamond Pickaxe
15 Gold - Eff 4 Diamond Pickaxe
3 Diamonds - Strength 1 Potion (1:30)
5 Diamonds - Weakness 1 Potion (0:30)
8 Diamonds - Weakness 1 Potion (1:00)
32 Diamonds - Ender Pearl
I wanted to keep this as close to the original PotPvP mechanics as possible while still giving it the eggwars feel. Therefore, I wanted it to have a very offensive and fast paced feel by giving only minimal reasons to collect diamonds. You'll have full hunger permanently in both 1.8 and 1.9 and have no saturation regen in either. This is to make sure you actually play PotPvP and not Chug pvp.
Some of you may be wondering how you get more health potions. It's simple:
+5 Potions for Non-Final Kill
+12 Potions for Egg Break
+15 Potions for Final Kill
Map Modification: None.
This is to encourage heavy aggression instead of playing conservatively. On respawn, you will have a 25 second timer before receiving your stuff back. Alright, onto the next one:
Slime / Sumo / Knockback
Since Hypixel refuses to move swords from their slime mode, let's add one ourselves lol. The goal of the game is simple - kill people using knockback.
Resource Purposes:
Iron - Blocks and Food and Basic Pickaxes
Gold - Double Jump Upgrades and Advanced Pickaxes
Diamonds - Other Upgrades, TNT, and Bows
You'll start with a knockback 2 stick and permanent iron armor as well as a piece of brown dye named "Spike Stick". You will need to wait 15 seconds on respawn to get knockback items back.
Price List:
1 Iron - 5 Clay
2 Iron - 5 Glass
1 Iron - 1 Hay
5 Gold - 1 Obsidian
3 Iron - Stone Pickaxe
12 Iron - Iron Pickaxe
20 Iron - Eff 2 Iron Pickaxe
5 Gold - Eff 1 Diamond Pickaxe
12 Gold - Eff 3 Diamond Pickaxe
5 Gold - Double Jump Level II
10 Gold + Level II - Double Jump Level III
To go along with the PotPvP mechanic of rewarding people for kills and egg breaks, you'll be rewarded here too.
Egg breaks:
+4 Knockback Levels (2 Team Maps, entire team)
+2 Knockback Levels (4 Team Maps, entire team)
+2 and +1, alternating, knockback levels (6 teams)
+1 Level (8 teams)
+1 and +0, alternating (12 teams)
Final Kills:
+1 Vertical Booster AND +1 Level Spike Stick (whole team) AND +1 Knockback Level
Non-Final Kills:
+1 Horizontal Booster
3 Diamonds: Horizontal Booster Level II
8 Diamonds + Level II: Horizontal Booster Level III
20 Diamonds + Level III: Horizontal Booster Level IV
15 Diamonds: Vertical Booster Level II
2 Diamonds: 4 Non-Igniting TNT
4 Diamonds: 1 Use F&S
2 Diamonds: Punch I Infinity I Bow
5 Diamonds + Level I: Punch II Infinity I Bow
10 Diamonds + Level II: Punch III Infinity I Bow
23 Diamonds + Level III: Punch IV Infinity I Bow
55 Diamonds + Level IV: Punch V Infinity I Bow
10 Iron: Pullrod (Pulls players toward you)
20 Iron + Level I = Pullrod II
Now for some more specifics:
The cap for knockback is level 10.
The cap for punch bows is level 5.
The cap for spike sticks is level 3.
The double jump at first will give you 5 blocks horizontal distance and 5 blocks vertical distance. Level 2 is 8/8 and Level 3 is 12/12.
The horizontal booster will give you 10 blocks of purely horizontal distance. You can maneuver it left and right, but it will never give any vertical distance. This makes it very predictable against someone edge guarding, making it better used as a momentum canceller. If hit by an attack or you double jump, all remaining distance is cancelled. Upgrades will make the booster give you 13, 16.5, and 21 blocks respectively. You will have to wait 2 seconds between boosters in order to prevent spamming it.
The vertical booster will give you 10 blocks of vertical distance and 4 blocks of maneuverable horizontal distance. This is much harder to predict for people guarding edges. No cooldown between vertical boosters.
The spike stick serves a special purpose. It displays the typical knockback I, II, and III but instead of knocking them horizontally, it knocks them at a 30 degree angle DOWN. Spike sticks knock you 6.5, 9.5, and 13 blocks down respectively. The spike stick can NOT be momentum cancelled, meaning you have to wait until the spike knockback ends to double jump or use boosters.
Insane Mode
This probably is going to sound weird, but I think it could be fun. Let's do this quickly.
Insane mode will NOT take place on normal maps. Instead, it will take place on 24 player solo maps with a variety of layout.
Insane mode will work far different than any other mode including the other lab modes. Although it plays as a 24 player solo match, it doesn't actually work like that. Instead, you'll have 3 random allies at the start of the game. These allies could be located next to you or on the other end of the map - it's completely random. Allies are also completely random, you get no choice of your allies at the start of the game.
But here's the twist to insane mode. Get along well with your allies? Too bad. They change every 5 minutes.
The egg system works like this: If 1 person has an egg, you'll respawn. If none, you won't.
Ill go into more detail about this later. It's pretty close to standard eggwars.
We all know speed mode was major flop. I came up with something to replace it.
Speed mode will be re-incorporated into normal eggwars as the same normal mode-based voting option I suggested it as. This means it will take place on the same maps as any other game. You'll be able to vote for it with gold rank. Blocks will be half the price of normal mode except obsidian which will be hardcore price. Punch and power bows are removed. Steak is 3 iron per steak. and most importantly, golden apples remain 10 gold. This will mostly silence complaints about chugging and mid camping as now there's a non-hardcore mode where we don't need to worry about this.
Replacing speed mode would be eggwars laboratory mode. Yes, like Hypixel's skywars lab mode. 4 modes would be added at the start, all heavily differing from the typical eggwars PvP style.
PotPvP
This could be something to heavily attract a competitive community. You'd start off the game with full protection 3/4 diamond armor and a sharpness 4/5 diamond sword. You'll also get 20 splash healing potions.
What Resources are Used For:
Iron - Speed Potions and Blocks
Gold - Pickaxes
Diamonds - Negative Potions and Strength Potions
Price List:
2 Iron - Speed 2 potion (1:30)
1 Iron - 5 Stained Clay
2 Iron - 5 Glass
1 Iron - 1 Hay
15 Iron - 1 Obsidian
1 Gold - Eff 2 Stone Pickaxe
3 Gold - Eff 2 Iron Pickaxe
7 Gold - Eff 2 Diamond Pickaxe
15 Gold - Eff 4 Diamond Pickaxe
3 Diamonds - Strength 1 Potion (1:30)
5 Diamonds - Weakness 1 Potion (0:30)
8 Diamonds - Weakness 1 Potion (1:00)
32 Diamonds - Ender Pearl
I wanted to keep this as close to the original PotPvP mechanics as possible while still giving it the eggwars feel. Therefore, I wanted it to have a very offensive and fast paced feel by giving only minimal reasons to collect diamonds. You'll have full hunger permanently in both 1.8 and 1.9 and have no saturation regen in either. This is to make sure you actually play PotPvP and not Chug pvp.
Some of you may be wondering how you get more health potions. It's simple:
+5 Potions for Non-Final Kill
+12 Potions for Egg Break
+15 Potions for Final Kill
Map Modification: None.
This is to encourage heavy aggression instead of playing conservatively. On respawn, you will have a 25 second timer before receiving your stuff back. Alright, onto the next one:
Slime / Sumo / Knockback
Since Hypixel refuses to move swords from their slime mode, let's add one ourselves lol. The goal of the game is simple - kill people using knockback.
Resource Purposes:
Iron - Blocks and Food and Basic Pickaxes
Gold - Double Jump Upgrades and Advanced Pickaxes
Diamonds - Other Upgrades, TNT, and Bows
You'll start with a knockback 2 stick and permanent iron armor as well as a piece of brown dye named "Spike Stick". You will need to wait 15 seconds on respawn to get knockback items back.
Price List:
1 Iron - 5 Clay
2 Iron - 5 Glass
1 Iron - 1 Hay
5 Gold - 1 Obsidian
3 Iron - Stone Pickaxe
12 Iron - Iron Pickaxe
20 Iron - Eff 2 Iron Pickaxe
5 Gold - Eff 1 Diamond Pickaxe
12 Gold - Eff 3 Diamond Pickaxe
5 Gold - Double Jump Level II
10 Gold + Level II - Double Jump Level III
To go along with the PotPvP mechanic of rewarding people for kills and egg breaks, you'll be rewarded here too.
Egg breaks:
+4 Knockback Levels (2 Team Maps, entire team)
+2 Knockback Levels (4 Team Maps, entire team)
+2 and +1, alternating, knockback levels (6 teams)
+1 Level (8 teams)
+1 and +0, alternating (12 teams)
Final Kills:
+1 Vertical Booster AND +1 Level Spike Stick (whole team) AND +1 Knockback Level
Non-Final Kills:
+1 Horizontal Booster
3 Diamonds: Horizontal Booster Level II
8 Diamonds + Level II: Horizontal Booster Level III
20 Diamonds + Level III: Horizontal Booster Level IV
15 Diamonds: Vertical Booster Level II
2 Diamonds: 4 Non-Igniting TNT
4 Diamonds: 1 Use F&S
2 Diamonds: Punch I Infinity I Bow
5 Diamonds + Level I: Punch II Infinity I Bow
10 Diamonds + Level II: Punch III Infinity I Bow
23 Diamonds + Level III: Punch IV Infinity I Bow
55 Diamonds + Level IV: Punch V Infinity I Bow
10 Iron: Pullrod (Pulls players toward you)
20 Iron + Level I = Pullrod II
Now for some more specifics:
The cap for knockback is level 10.
The cap for punch bows is level 5.
The cap for spike sticks is level 3.
The double jump at first will give you 5 blocks horizontal distance and 5 blocks vertical distance. Level 2 is 8/8 and Level 3 is 12/12.
The horizontal booster will give you 10 blocks of purely horizontal distance. You can maneuver it left and right, but it will never give any vertical distance. This makes it very predictable against someone edge guarding, making it better used as a momentum canceller. If hit by an attack or you double jump, all remaining distance is cancelled. Upgrades will make the booster give you 13, 16.5, and 21 blocks respectively. You will have to wait 2 seconds between boosters in order to prevent spamming it.
The vertical booster will give you 10 blocks of vertical distance and 4 blocks of maneuverable horizontal distance. This is much harder to predict for people guarding edges. No cooldown between vertical boosters.
The spike stick serves a special purpose. It displays the typical knockback I, II, and III but instead of knocking them horizontally, it knocks them at a 30 degree angle DOWN. Spike sticks knock you 6.5, 9.5, and 13 blocks down respectively. The spike stick can NOT be momentum cancelled, meaning you have to wait until the spike knockback ends to double jump or use boosters.
Insane Mode
This probably is going to sound weird, but I think it could be fun. Let's do this quickly.
Insane mode will NOT take place on normal maps. Instead, it will take place on 24 player solo maps with a variety of layout.
Insane mode will work far different than any other mode including the other lab modes. Although it plays as a 24 player solo match, it doesn't actually work like that. Instead, you'll have 3 random allies at the start of the game. These allies could be located next to you or on the other end of the map - it's completely random. Allies are also completely random, you get no choice of your allies at the start of the game.
But here's the twist to insane mode. Get along well with your allies? Too bad. They change every 5 minutes.
The egg system works like this: If 1 person has an egg, you'll respawn. If none, you won't.
Ill go into more detail about this later. It's pretty close to standard eggwars.
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