So, to play this efficiently, you just need to camp your egg while the "allies" destroy the enemies eggs, and "defend" your allies egg.
I don't know what made you come up with that strategy cause that's not the first strategy that would come up to me at all due to it's passiveness and blandness.
But anyways that could be playing effectively i guess, hard to say right now though, but that would probably be the most boring way possible to do it and i don't expect many to take this appraoch just due to it's very bland nature. But anyways this kind of bland playstyle isn't something that would exclusively be a possible problem to this, it's also to regular Team Eggwars. Also i don't understand why you've put both allies and defend in quotations, it makes it look like you're either under the impression that allies can break each others egg, which they can't btw,(i haven't explicitly stated it somehwere since i assumed that this was a given and logical for everyone (guess i could add it to the explanation though just to be sure) or that you haven't read all of the elaboration on the deathmatch, let me show you what i mean:
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 "traitor round".)
When your ally successfully takes out the last opposit team, you can then simply pop your allies egg and rejoin your team mates at your egg.
It's just havoc,
Nope, no you won't. You'll be instantly teleported back to your own base, besides like i said before, you aren't able to break your allies' eggs in the first place anyways (unless the deatmatch is going on, depends on what route would be taken with the deatmatch (with egg? No egg? deatmatch arena?) though, i'd rather leave this decision ).
I've read your post multiple times
I have some trouble believing that statement, but alright, sure, i'll believe you.
with all the fixes and additional information attached to it the orginal description of the game doesn't seem represent the gameplay that you actually want.
Which is why i would advise people to read the whole thing, cause the whole thing is the embodiment of how i would like to see the game be played out. My 'idea' of how the gameplay should look like is the combination of all those fixes and additional ideas, with the additional ideas being possibly removable if not perceived well by Cube. The additional ideas are just there to offer more options to pick from for Cube, even though i think every option would be implementworthy.
with all the fixes and additional information attached to it the orginal description of the game doesn't seem represent the gameplay that you actually want.
So you basically want me to be less open, and less focused on what 'could' be and instead have me make a more definitive fully fletched game? Sorry but isn't that Cube's job? I'm consciously leaving loose open ends for Cube so they can pick what would be seen most fitting for them, instead of cutting off options for them to choose out and saying: 'THIS HAS TO HAPPEN AND THIS DOES TOO AND THIS NOT', it would also decrease the odds of well receivement as i would really close off any other possibilities for Cube that they would consider as valuable (which i guess they could still come up with theirselves, but i bet they rather have someone else do it for them, aka me). Cubecraft is still the developing team and decisionmaker and they're likely more knowlegdable than me about what additional ideas/idea/concepts/fixes would be best suited for the server; they know the behind the scenes with that said and i don't, which can also include things that could influence decision making in regards of how a game should be made that i'm not aware of. I'm not here the one to make the decisions in the end (if i am then feel free to let me know so, cause i do not look at it that way right now), Cube is, this is still just a suggestion and i'm simply offering more suggestions with the additional suggestions/ideas to increase the odds of the mainconcept being implemented due to showing the possibilities and options you have with the mainconcept and the directions you could take; showing them what they could possibly pick from (with each extra suggestions explanations as to how it could be good, if i would really like it yes or no, why i think it would work out, or why it would be needed) and do something with. I'm just here sharing my ideas, (and right now ended up defending almost all my ideas or improving it, since each additional idea that i added i did sincerly like or found worthwhile to be either improved to make it possibly implementable or straight up was implementable in the first place) Cube should be the one who decides which ideas should be utilizied, that doesn't mean though i wont interfere with their decisions through means of discussion though if i think it's a flawed one.
But anyways if it were up to just me on deciding what goes and what doesn't and deciding on how the game should end up being i would choose to include everything, since i believe i've made each extra suggestion pretty solid and combineable with all the other extra suggestions, and of course the mainconcept.
If it was appearantly indeed unclear in how i would like to see the game turn out as an endproduct and people wouldn't assume that i'd just want everything included in my thread AND it would indeed be required to be a bit more concrete and clear like that (and basically with that turning an idea into a fully fletched definitive game, something i initially didn't think was neseccary as like i stated above always had the impression that this was Cube's job, not mine) instead, than I guess i could reshape the thread in a way that still clearly shows the simple mainpremise and idea of the concept (alliances) and with that add a big draft of how i think the game should look like in accordance to which additional ideas to use aswell. Or i could just state somewhere in my thread that my vision of the game/endproduct is that i would like to see every fix and additional idea added, i'll probably just go with that.
Sorry for all the rambling, i'm quite sleep deprivated for a while now at the time of writing this and not feeling the most mentally "fit" (#excuses #exams #allnighterisabignono).
The thread is missing a lot of clarity when it comes to the explanation of the gameplay, especially regarding the moment where that split happens and I would like a bit of clarification at that point.
If that's the case i would gladly have you tell me everything you think isn't clear, i'll give the things you'll mention a look (if i deem it worthy of it) and will try to do a better job at providing better clarity if you show me that it is indeed needed. Regarding that 'split' (which i now assume you mean the additional deathmatch idea with), it's all in the elaboration. The quote also includes the information about the transition of it (quote originating from the elaboration)
Your attitude is confrontational towards those that don't want to post on the thread, they are not obligated to and it isn't up to you to force them to, it is more annoying and detrimental than anything, they have the right to simply not agree with your suggestion and move on.
They do have the right to do that indeed, but as i've stated before in this thread, if anyone would leave a negative vote and would want it to be taken seriously then i would want an explanation (because like
@CommunistCactus stated: "you gotta explain yourself if you think something, not just say it's "your opinion" without saying anything else at all. That doesn't help anyone and suggests that that person actually has no clue what (s)he is talking about"), be it either personal or something about the concept. I am indeed a bit confrontational towards those, but i don't feel like i 'force' them. I've left a 'warning' in the thread before wherein i stated that if you were going to vote no but wouldn't add a good reason with it, that i would ask about it and that if you weren't able to come up with a good argument/reason as to why you chose your vote beforehand, it be better to just not vote at all. Sorry, it might be 'extremely' (only if you're stupid, no offense) demanding, but i don't like useless votes/voters. And i believe my approach
is necessary if i want to avoid useless votes/voters, i've already learned that much.
I also just wanna quickly add something to this statement you made before:
1- Understand the gameplay, which is not intuitive to a new user.
I would expect Cubecraft to make clear to players what the gamemode is like and how you should play it, just like they do with literally every game i'm pretty sure. I don't see why this shouldn't be given an infoboard like those other games have, i guess cause Speed doesn't have one? Well this isn't Speed though, this is a bit more different than Speed is in relation to Normal Eggwars, so i think i'd be smart to add one.
Anyways thanks for the response
@Lezappen ! Still appreciate your involvement.
looking for a person in management to say yes to this thread"
That would just make my concept look bad seeing how desperate i would be looking for positivity. Also i'm still waiting for a follow up from
@Efcluke94
QUOTE="TheCatWhoFollowsEveryone!, post: 982403, member: 324691"]BTW, since
@Efcluke94 (Management) already replied and said no, you should change your title from "
Looking for management response" to "
looking for a person in management to say yes to this thread"[/QUOTE]
That would just make my concept look bad seeing how desperate i would be looking for positivity. Also i'm still waiting for a follow up from
@Efcluke94