Minecraft PC IP: play.cubecraft.net

Would you like to see this implemented?

  • Just the mainconcept, not the other stuff (additional ideas/fixes) (explain why)

    Votes: 0 0.0%
  • Maybe... (explain whats making you indecisive)

    Votes: 0 0.0%

  • Total voters
    18
  • Poll closed .

FartiliciousMaleGuy

Dedicated Member
Oct 14, 2017
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under your bed
Finalized Eggwars Gamemode variation - Concept Thread 4.0

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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, especially with all the options for expansion! This could work in the current system of Eggwars Teams (either Normal or Speed, doesn't matter, same for both), and 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 and also the strategic aspect of Eggwars.

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

( ) = potential extra's. Not part of the main concept! (but still things that would hold true in accordance to my personal vision)

  • (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 concept:


(Two-word summary: Allied teams)


NAME (IDEAS): 'Allies' or 'Alliances' / 'Allywars' / 'Squads' / 'Mega Teams' / 'SuperTeams' / (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 (or Solo 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, creating an alliance. 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 Storm: (24players total) (12 teams of 2), you could have: 6 alliances of 2 teams / 3 alliances of 4 teams / 2 allliances of 6 teams. Simple as that.



This could work especially well on big maps divided in multiple smaller teams. I believe this gamemode 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 (obviously).



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 alliances of 2 teams / 2 alliances 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 alliances 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 multiple small teams




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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 damagebuff with a lower standard item price for weapons; then 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 (with no prot 1).

  • 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



- 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 alliances would depend on one egg in this scenario. 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) (9 players total)

vs

Alliance 2 (Alpha)(with just one egg for all islands): Orange (5 players) + Red (5 players) + Dark Red (5 players) (15 players total)

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) (6 players total)

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 @FartiliciousManChild



- Have unique uneven maps with unique interesting team/alliance designs.

Click on the spoiler tag for more info.

Imagine a map for example having an alliance 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 alliances with the higher island and playercount should be given big disadvantages compared to the alliances with a lower island + playercount (which in contrast should be given big advantages) as a way to remain balanced and fair; the advantages/disadvantages can be realised through the means of map design, the starting levels of the generators and the overall amount of gens each alliance has, just to name a few ways. 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:

Alliance 1 called
Omega: Green (3 players) + Dark Green (3 players) + Lime (3 players)

vs

Alliance 2 called Alpha: Orange (3 players) + Red (3 players) + Dark Red (3 players)

vs

Alliance 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 villagers of 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.

(Recap:) In short: food and block prices are reduced by 1 iron


Example:

*after 10 minutes of keeping all the eggs alive of your alliance* A message pops up: '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 loses one of its eggs, 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 standard price, not in accordance to its decreased price.



Made thanks to the help of @Gainfullterror due to shedding light to the likely need for this, Team-incentive solution/concept, made by me @FartiliciousManChild




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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
clip_image005.png
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 the names of everyone in your alliance bold (which would only be looking bold to you and rest from your alliance, every other alliance would also just see their teammates/allies in bold names, with the other non-allied players being displayed as names with normal (not bold) text) for each alliance), 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!

Although Communist's idea definitely isn't bad either and might just be better actually due to it's simplicity.



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 alliance. 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).


i think starting out with very expensive punch bows instead of no punch bows is the way to go, cause i do believe 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.



Fix by me @FartiliciousSwoleMan


- 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, that's what it comes down to.
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 (or will just be present the entirety of the game but only accessible when this 75% or more dead requirement is met, i personally think it would be cooler though to have him spawn in) at all the islands of your alliance (all players from other 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 a few 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 purchase one of these 6 offers, you can't buy all 6 once, 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 one time deals.


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.


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.


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


- What about the coding?
Fix: Considering this is one of the server's topdogs, it be absolutely worth the time and effort.


This could only highten the population, it's a risk of course, but so is adding every game to the server; it's all about that risk-to-reward ratio, and i believe this far exceeds the risks with the rewards it offers (new eggwars game, original undone idea so far, no copycats have gotten their hands on something like this yet, this would make Cube's version stand out more, new unknown strategies for players to discover making it quite interesting to play with, has expansion possibilities (additional ideas), it would keep Eggwars sustainable for a much longer period again e.g. compared to just doing a minor Eggwars update, give Eggwars a well needed revitalization since it has gotten old, etc.)


Fix by me @FartiliciousManChild



- Players won't co-operate well with each other
Fix: See '- An in-game incentive for alliance teamwork. ' (additional idea)


Fix by me @FartiliciousManChild


- Too complicated?
I highly doubt it; is it more complicated than Normal Eggwars teams or Speed Eggwars?: yes. Is it too complicated?: no. I believe that in terms of complexity it's close to Battle Zone, a game i haven't heard anyone speak up about being 'too complicated!!'. Also, don't misjudge very detailed + a lot of text and thought out for complicated please, it is indeed quite a bit of content to take in at first, but it's not complicated, don't be mistaken. Secondly, it might seem complicated due to the fact that this is new and different (but not too different), the first time i had to learn how to drive a car also seemed 'complicated' to me, but this actually wasn't really the case, but rather, was the case of someone (me) being confronted by something new. People will also learn how to effectively play the game just like they do with any game through experience/trial and error. Also, there are multiple other kid-friendly games played by kids (my little brother, who is 11, and his friends do for example) that also include this alliance idea (take Clash Royale e.g. along with other MMO games). Most people know by the way, what an alliance is, so that's another point; it also isn't really anything hard to grasp, there's literally nothing confusing about it. Also the only real thing that changes the game in this, is alliances (with the rest being almost all just accessory stuff to make this work out better), which like i just showed, should be absolutely fine in regards with young or new players. Now lets also not forget the obligatory info board for this that would of course properly explain how this works, eliminating all unlikely but possible unclarities about this and making this more easy to understand.


But, i have some more things to say than just that. Cause let me tell what i think is the best way to implement this and prevent it from feeling like too much/overwhelming. Lets just keep it with the basics if this gets implemented and just start out with creating maps that allow a '4 alliances consisting each out of 2 teams' / '3 alliances consisting each out of 3 teams' / '2 alliances consisting out of 4 teams' setup, and basically avoid doing anything 'complicated', like with the additional ideas: '- Have teams combined into one team, but DON'T give each team a seperate egg.' and '- Have unique uneven maps with unique interesting team designs.'; <-- this could be stuff for later on (i also mainly included those ideas anyways just to showcase the potential and how crazy you could get with an alliance concept in the first place).


Lastly, see this quote from @SyIvaly :


"I know the server is filled with childeren but keep in mind they do have a brain , I agree that they’re idiots but they can understand stuff without much of a problem. This suggestion doesnt involve complex trignjsjwjqkakkak , just some ez to understand stuff . Even an ffa player could understand


eventually"


I totally agree, well said.




My personal view

My personal view on how the endproduct of all these ideas should look like is to simply start out basic and later on have the additional idea and especially fixes added to the mainconcept in the end as an expansion to this; that be my personal preference for good reason, 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, even at the start.




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


So.

Cubecraft...What are you waiting for? Seriously, this is Gold.


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


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 :) , i know it's quite a lot, so i truly do appreciate it if you've read all of it.


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 + poll/like responses to them:
























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)




~FartiliciousSwoleMan


(a.k.a. Epicfartofdoom in game)
 
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FartiliciousMaleGuy

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Why can't it be two different teams spread across multiple islands with multiple eggs?
Two different teams who aren't allied you mean? Or are allied? Cause if it's the latter then it pretty much sounds like my idea bud (well assuming you mean that each seperate island the teams are spread across has just one egg). Only thing that would be different from what you've just said compared to mine in that case would be that i don't restrict this alliance idea to just 2 alliances fighting against each other.


Do tell me if i'm perceiving this in the wrong way though.
 

Lezappen

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Two different teams who aren't allied you mean? Or are allied? Cause if it's the latter then it pretty much sounds like my idea bud (well assuming you mean that each seperate island the teams are spread across has just one egg). Only thing that would be different from what you've just said compared to mine in that case would be that i don't restrict this alliance idea to just 2 alliances fighting against each other.

I was suggesting not having alliances, all would-be alliances are just in the same team.

Do tell me if i'm perceiving this in the wrong way though.

Two different teams = two groups of player different from each other = opponents.

You can't have a game of 2 teams where they are allied with each other, I don't see your logic on how a game with only 2 teams that are allied would play out.
 

FartiliciousMaleGuy

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Two different teams = two groups of player different from each other = opponents.
Ok clear, i kind of assumed this was actually how you meant it.

You can't have a game of 2 teams where they are allied with each other, I don't see your logic on how a game with only 2 teams that are allied would play out.
I didn't mean it like that. I interpret it in a way as you have 1 team vs 1 team. But since you said they were spread across multiple islands (which is basically the exact same as this concept), and in that sense basically being an alliance if you were to count each seperate group that would be spread on a different island a 'team'. In that context it would be 1 team made of multiple smaller teams (since the team was spread across multiple islands with multiple eggs (assumebly 1 for each island)) a.k.a. An alliance and then the same for the other team that is spread across multiple islands. So in the end: Alliance 1 vs Alliance 2. Of course you can't have a game of only 2 teams (alliances) that are allied with eachother.
 
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FartiliciousMaleGuy

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I've seen many threads with this suggestion they're all the same. I still find the concept boring. It won't get many new people to play the game
It's a matter of taste i guess, i would personally thorougfully enjoy a more strategic approach to Eggwars, a possible grander scale to it, longer more satisfying games (without having them feel like a drag), possibly more interestingly made maps to play with, being able to find out new strategies, play around with island buffs and a possibly more challenging Eggwars. And let's not forget how interesting it could be to have to co-operate with other teams in your alliance, team co-operation is a big thing in this gamemode and i personally am quite curious to see how it would play out and find it quite interesting.

I think the mainthing that can be said about this is: more room for interesting strategy.

If you're not a fan of strategy i can imagine you not liking this.

Still though, like @CommunistCactus said, care to elaborate? Thanks for explaining your voting choice btw.
 
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