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Tacosbefriends

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WARNING: WALL OF TEXT

I have a lot of game ideas. I realize this.
https://www.cubecraftgames.net/threads/op-op-skywars.14871/
https://www.cubecraftgames.net/threads/soccer-football-minigame.10877/
https://www.cubecraftgames.net/threads/slimezilla-a-derpy-minigame-idea.11016/
https://www.cubecraftgames.net/threads/kit-pvp-suggestion-can-we-haz-mobs.13769/
https://www.cubecraftgames.net/threads/minigame-suggestion-katamari.13580/

Whenever I have an idea, I think to myself "Aw man, if only I knew how to code... and run a server... and make that server successful... and fund that server... and staff it with people I trust..." Then my second thought is "I WILL NOT LET THIS IDEA DIE IN MY BRAIN." so I post it on the forums with a teeny tiny hope that maybe, just maybe, one of the owners or devs will like the idea and incorporate it into something they're working on. Anyways, onto my idea:

A lot of servers have rpg-type games or servers. It's your typical D&D warrior/rogue/mage party going up against evil undead/sorcerer/warlord/whatever villain-of-the-week they happen to decide upon. I think it'd be really cool to have something similar, but not quite the same. In games like that, every character is tasked with being "the hero" or "the protagonist." Anyone who's played a big MMO like WoW or SWTOR can tell you that this kind of "I'm the hero!" lore doesn't work when there are hundreds or thousands of others saying the exact same thing. Rather than encourage this competitive "I'M LEVEL 17 AND YOU'RE ONLY LEVEL 14 HAHA NOOB" behavior, I suggest a cooperative game where players work toward a common goal, fighting hand in hand against a non-player threat.

I've thought up 3 scenarios for this type of game, and in a previous thread, I came up with about 10 different classes the player can use. The scenarios are as follows:

  • Citadel: Players storm a castle and room after room of progressively difficult monsters. When they reach the top, they must defeat the currently-undecided boss. (probably a lich or a witch or some sort of sorcerer) Players cannot progress up the tower until the room is cleared and all enemies are defeated.
  • Defend the Keep: Players patrol a building and keep monsters at bay, defending the innocent lives inside. Wave after wave of custom mobs charge to defeat the players. Players must be strategic about their methods of defense, as the monsters can win without killing the players by infiltrating the keep.
  • Armageddon: The Hellmouth/portal to the Underworld/wormhole from space has opened up and players must work together to seal the entrance. Monsters spawn from the Hellmouth, keeping players at bay. If the Hellmouth isn't sealed in time, the players lose.

This game type encourages players to work together, to strategize, and generally be smart about gameplay. Everyone either wins or loses, meaning there's no reason to work against your teammates and all the reason to choose your classes wisely. The following are the classes I thought of in a post for another game a few months ago:

Knight:
Weapon: Sharpness I Iron Sword
Armor: Iron Armor, no helmet
Special ability: Spin Attack: AoE Attack that deals 5 hearts of damage to all enemies in a 3-block radius, 10 second cooldown
Paladin:
Weapon: Smite III Iron Axe
Armor: Gold Armor, Protection I on all armor.
Special Ability: Holy Aura: Grants resistance I, regeneration I, and absorption I to all teammates for 10 seconds. 40 second cooldown.
Templar: Sharpness I Knockback III Stone Axe,
Armor: Diamond Armor, no helmet
Special Ability: Taunt: All enemies will agro on the Templar, Templar receives resistance I and slowness X for 5 seconds. 20 second cooldown.
Archer:
Weapon: Power II Infinity I Bow
Armor: Dark Green Leather Armor
Special Ability: Hail of Arrows: Bow rapid-fires for 3 seconds, dealing 150% normal damage per arrow. 20 second cooldown.
Demon Hunter:
Weapon: Sharpness I Smite I Bane of Arthropods I stone sword, Punch I Infinity I Bow.
Armor: Dark Red Leather Armor
Special Ability: Hunter's Prowess: Bow deals 500% normal damage for the next shot fired. 20 second cooldown.
Rogue:
Weapon: Sharpness II Stone Sword
Armor: Black Leather Armor
Special Ability: Sneak Attack: Grants the rogue Invisibility I and Strength II for 5 seconds. All agro'd monsters target another player. 20 second cooldown.
Sorcerer:
Weapon: Knockback II Fire Aspect I Stick
Armor: Blue Leather Armor, no boots, Protection I on all armor.
Special Ability: Smite: Summons lightning where the Sorcerer is looking. 10 second cooldown.
Necromancer:
Weapon: Knockback I Sharpness II Bone
Armor: Dark Red Leather Cap and Tunic, Thorns I on all armor.
Special Ability: Raise Undead: 50% chance to summon a friendly zombie any time the Necromancer kills an enemy.
Death Knight:
Weapon: Sharpness II Knockback II Stone Sword
Armor: Chainmail Armor, Wither Skeleton Skull
Special Ability: Undead Allegiance: 50% chance to heal a random necromancer ally any time the Death Knight kills an enemy.
Berserker:
Weapon: Stone Sword
Armor: Leather Armor, Chainmail Chestplate.
Special Ability: Foe-Tossing Charge: Berserker is granted resistance V for 1 second and leaps forward, tossing all enemies in the Berserker's path high in the air. 10 second cooldown.

If you guys really like this idea, I'll come up with more classes, game modes, etc. Let me know what you think.
 
Last edited:

Tacosbefriends

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Ok...so I was mabye thinking....this could be added as well @Tacosbefriends ???
www.youtube.com/watch?v=43cX-hqMkBw
235.jpg
 

Tacosbefriends

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Aha, that brings me back to 2009, when i just started on runescape..
I did try to base the classes on your standard rpg game classes. I used to play a lot of Artix Entertainment games like Dragonfable and AdventureQuest, and games like those always really appealed to me.

The thing I like most about those games is that different classes can team up and, with the right combination of classes, you can have a really awesome team. For instance, in AdventureQuest Worlds, using Card Clasher or Rogue while a Bard buffs you makes you an variable powerhouse if you use your skills correctly. That's why I made the Death Knight's skill oriented around the Necromancer: to encourage players to actually think about what classes they choose rather than go "hurrdurr I choos templer cuz he gotz dimons armors."

Anyways, I did some thinking about the enemies you'd face on each floor for the Citadel mode. Similar to Lost Saga's Citadel, there'd be a mini boss every 5 floors.

Floors 1-2
10-15 unarmored zombies, 2-3 unarmored skeletons with bows

Floors 3-4
15-20 unarmored zombies, 3-4 unarmored skeletons with bows, 1 spider jockey with a flame I bow

Floor 5: Mini Boss
1 wither skeleton in full prot. IV chainmail with a knockback 2 stone sword, 8-10 blazes, 2-3 medium magma cubes

Floors 6-7
8-10 zombies in leather/chainmail armor, 8-10 unarmored zombies, 3-4 unarmored skeletons with punch I bows

Floors 8-9
10-15 zombies in leather/chainmail armor, 5-10 unarmored zombies, 3-4 skeletons in leather armor with punch I bows, 1 unarmored skeleton with a flame I bow

Floor 10: Mini Boss
1 spider jockey with resistance IV, 8-10 unarmored skeletons with bows, 2-3 skeletons in iron armor with punch II flame I bows

Floors 11-12
5-10 zombies in leather/chainmail armor, 8-10 zombies in iron armor with iron swords, 5-10 skeletons in leather/chainmail armor with bows

Floors 13-14
10-15 zombies in iron armor, 2-3 zombies in iron armor with iron swords, 5-10 skeletons in iron armor with bows, 1 witch

Floor 15: Mini Boss
1 witch with 50 hearts, 20-25 unarmored zombies, custom potion spawners that splash weakness, blindness, and nausea on the players.

Floors 16-17
2-3 unarmored skeletons with knockback II stone swords, 5-10 skeletons in iron armor with punch I bows, 8-10 zombies in iron armor

Floors 18-19
5-10 wither skeletons in leather/chainmail with knockback II stone swords, 5-10 skeletons in iron armor with punch I flame I bows, 8-10 zombies in iron armor

Floor 20: Final Boss
1 giant, 15-20 zombies in diamond armor with knockback II iron swords, 1 creeper, 2-3 spider jockeys in thorns II leather armor

After each mini boss is defeated, I was thinking a instant health thrown potion spawner could appear in the middle of the floor so you get to heal up after the fight. I also think that if someone dies, a gravestone should appear where they died and they go into spectator mode until someone breaks their gravestone, reviving them to 1/2 their total health. The gravestone should be made of stone so that you can't revive them easily in the midst of a battle.
 

Sophie

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I did try to base the classes on your standard rpg game classes. I used to play a lot of Artix Entertainment games like Dragonfable and AdventureQuest, and games like those always really appealed to me.

The thing I like most about those games is that different classes can team up and, with the right combination of classes, you can have a really awesome team. For instance, in AdventureQuest Worlds, using Card Clasher or Rogue while a Bard buffs you makes you an variable powerhouse if you use your skills correctly. That's why I made the Death Knight's skill oriented around the Necromancer: to encourage players to actually think about what classes they choose rather than go "hurrdurr I choos templer cuz he gotz dimons armors."

Anyways, I did some thinking about the enemies you'd face on each floor for the Citadel mode. Similar to Lost Saga's Citadel, there'd be a mini boss every 5 floors.

Floors 1-2
10-15 unarmored zombies, 2-3 unarmored skeletons with bows

Floors 3-4
15-20 unarmored zombies, 3-4 unarmored skeletons with bows, 1 spider jockey with a flame I bow

Floor 5: Mini Boss
1 wither skeleton in full prot. IV chainmail with a knockback 2 stone sword, 8-10 blazes, 2-3 medium magma cubes

Floors 6-7
8-10 zombies in leather/chainmail armor, 8-10 unarmored zombies, 3-4 unarmored skeletons with punch I bows

Floors 8-9
10-15 zombies in leather/chainmail armor, 5-10 unarmored zombies, 3-4 skeletons in leather armor with punch I bows, 1 unarmored skeleton with a flame I bow

Floor 10: Mini Boss
1 spider jockey with resistance IV, 8-10 unarmored skeletons with bows, 2-3 skeletons in iron armor with punch II flame I bows

Floors 11-12
5-10 zombies in leather/chainmail armor, 8-10 zombies in iron armor with iron swords, 5-10 skeletons in leather/chainmail armor with bows

Floors 13-14
10-15 zombies in iron armor, 2-3 zombies in iron armor with iron swords, 5-10 skeletons in iron armor with bows, 1 witch

Floor 15: Mini Boss
1 witch with 50 hearts, 20-25 unarmored zombies, custom potion spawners that splash weakness, blindness, and nausea on the players.

Floors 16-17
2-3 unarmored skeletons with knockback II stone swords, 5-10 skeletons in iron armor with punch I bows, 8-10 zombies in iron armor

Floors 18-19
5-10 wither skeletons in leather/chainmail with knockback II stone swords, 5-10 skeletons in iron armor with punch I flame I bows, 8-10 zombies in iron armor

Floor 20: Final Boss
1 giant, 15-20 zombies in diamond armor with knockback II iron swords, 1 creeper, 2-3 spider jockeys in thorns II leather armor

After each mini boss is defeated, I was thinking a instant health thrown potion spawner could appear in the middle of the floor so you get to heal up after the fight. I also think that if someone dies, a gravestone should appear where they died and they go into spectator mode until someone breaks their gravestone, reviving them to 1/2 their total health. The gravestone should be made of stone so that you can't revive them easily in the midst of a battle.
It sounds like a lot of effort, but i really want this. It'll be more like a long-term quest rather than a minigame that lasts a few minutes at best.
 

Aimee2323

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Sounds fun, even though I gave up after reading the third kit and quickly scrolling down to look how many more there were, I'm sure the rest were all good..
 

LauraMoneybags

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While I like the idea I don't think it should be a priority. CCG is becoming one of the few high population MC servers for one reason: SkyWars. The SkyWars implementation on CCG is very polished. In my view, work on SkyWars should be the top priority, other minigames should be a second priority and totally new games a third. Comparatively, this game would take a lot of work and there are already a lot of similar games out there. Again, it's a good idea, it just won't have the same broad appeal. I have no doubt your OP OP Skywars suggestion would be a more popular addition in numerical terms.
 

Aimee2323

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While I like the idea I don't think it should be a priority. CCG is becoming one of the few high population MC servers for one reason: SkyWars. The SkyWars implementation on CCG is very polished. In my view, work on SkyWars should be the top priority, other minigames should be a second priority and totally new games a third. Comparatively, this game would take a lot of work and there are already a lot of similar games out there. Again, it's a good idea, it just won't have the same broad appeal. I have no doubt your OP OP Skywars suggestion would be a more popular addition in numerical terms.
Doesn't mean it shouldn't be implemented, whilst skywars is undoubtedly the most popular part of the server, doesn't mean new stuff can't be added. Sure, it might not be worthy of top priority, doesn't mean it can't be added to a "To do" list.
 

Maceshank

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While I like the idea I don't think it should be a priority. CCG is becoming one of the few high population MC servers for one reason: SkyWars. The SkyWars implementation on CCG is very polished. In my view, work on SkyWars should be the top priority, other minigames should be a second priority and totally new games a third. Comparatively, this game would take a lot of work and there are already a lot of similar games out there. Again, it's a good idea, it just won't have the same broad appeal. I have no doubt your OP OP Skywars suggestion would be a more popular addition in numerical terms.
i agree 100 % because skywars is such a fun and unexpecting game. It is the only game i play on ccg.
 

LauraMoneybags

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Well, yes, I too like a bit of variation. It is an order of priorities, not an exclusive list. There are a great many servers that have capacities in the many thousands. Many may well have had that many people on them at some point, but the majority of them cap out at a couple of hundred now. Fame is fleeting. SkyWars should have top priority only because it is pushing CCG's occupancy into the several thousands. This makes it the main revenue source and so the main way CCG stays alive and continuing.

Actually SkyWars development would only be to encourage people to stay. Advertising would be the main way to keep the population increasing. Giving a rank up to youtube video posters with greater than a specific large number of views, for example.
 

SGTkuzey

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Well, yes, I too like a bit of variation. It is an order of priorities, not an exclusive list. There are a great many servers that have capacities in the many thousands. Many may well have had that many people on them at some point, but the majority of them cap out at a couple of hundred now. Fame is fleeting. SkyWars should have top priority only because it is pushing CCG's occupancy into the several thousands. This makes it the main revenue source and so the main way CCG stays alive and continuing.

Actually SkyWars development would only be to encourage people to stay. Advertising would be the main way to keep the population increasing. Giving a rank up to youtube video posters with greater than a specific large number of views, for example.
Then we can't attract new players, sure SW is popular but doesn't mean there can't be a better game with some coding and creative ideas
 
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LauraMoneybags

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Then we can't attract new players, sure SW is popular but doesn't mean there can't be a better game with some coding and creative ideas

I strongly disagree, that implies all the players who will ever play SkyWars are playing it already. New players are coming (and staying) for SkyWars far more than anything else. There is certainly a better idea out there, but why break what is continuing to work, and very likely will continue to work? Giving equal weight to new games when you have a proven golden egg would be madness. SkyWars has to evolve with fresh modes, fresh weapons, fresh maps, to stop it getting dull and people leaving.
 

LauraMoneybags

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Not investing for a second egg is madness
When you have millions of eggs and only a couple of golden ones, and you find one of those couple, do you take that golden egg home or do you keep looking for more?

Ugh, the metaphor is getting a bit strained. New ideas are just that, ideas, worthless without implementation. The difficult part is putting them into practice. With limited resources you go for your best options. I am certain that this game would bring less number of players than the OP OP Skywars suggestion and require a lot more work. Thus it should be a lower priority.
 
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