Minecraft PC IP: play.cubecraft.net

Want an RTS game in MineCraft?

  • Yes

    Votes: 4 100.0%
  • No

    Votes: 0 0.0%

  • Total voters
    4

betty's oldies

Forum Expert
Never played an RTS before? Want to control an army of units and let them do your work? Then this is for you!

Here's the original thread: https://www.cubecraft.net/threads/minecraft-rts.162609/

Remake suggestion
This idea is actually based on 2 things: starcraft and an old RTS (real time strategy) mod someone made and shared on minecraftforum. Some of you may be unfamiliar with the RTS genre but familiar with MOBA games such as LoL. The concept of a MOBA comes from RTS, as we'll see here:

What is an RTS? What's different about it compared to a MOBA?
As an RTS player, some of the aspects remain the same such as micromanaging (microing). Your objective is the same: kill your opponent by destroying all his buildings or have him surrender. In an RTS, 2 or more players fight against each other. Unlike a MOBA, players micro their army in battles and macromanage (macro) their production to produce units, income, and upgrades. Players themselves are not on the battlefield unlike action games or MOBA - they play the role as a commander.

Features (Note if it's considered, then developers can make changes at their discretion. These are just features I suggest):
-Mineral and wood count: Minerals are obtained when workers mine for ores; wood is obtained from trees as usual. These are used to build units and structures, wood for basic and minerals for some higher tier 1 and up units/tech. To force the player to expand to new resource locations, these "nodes" (each tree and ore) has a limit: once the remaining resources drops to 0, it's exhausted and can no longer be mined.

-Unit limit (or supply in SC2, military size in Anno, etc): Thought you could build infinite troops and wreck the battlefield? Nope. There's a limit as to how many troops you can build (cap it something around 100 to prevent too much lag?). If you do not have enough supply to build units, then you will not be able to train units until you build more supply. Have a building that workers can place to increase supply limit. ALL units, including workers and combat units, require supply and resources to be built. Generally, the bigger the unit, the more it costs and the more supply it takes.

-Upgrades. Units can have numerical (damage and armor upgrades) or qualitative (specific upgrades such as unlocked abilities or +25% speed for a specific unit). Weapon upgrades add 10% more damage or at least +1 point, whichever is greater. Armor always adds +1 armor. Both weapon and armor can be researched up to 3 times. Qualitative upgrades, however, are researched only 1 time for the match.

Example: An attack that normally deals 30 damage is upgraded to 33 with a level 1 weapon upgrade. For an attack that deals 6 damage, it now deals 7 with the same weapon upgrade. An attack that deals 12 damage will now deal 13 with the same upgrade.

-Production buildings. We have a foundation building (all players start with 1 and only this and some workers at the start) to collect resources. Foundation buildings can train workers; these in turn also able to produce a variety of buildings from tech (upgrade) buildings, production buildings to produce combat units, and defensive buildings such as turrets.

-Player can move anywhere, but can see only where his units can see. If not, then the player has blindness until he returns within his units' "sight range."

-"Spellcaster" units have a certain amount of energy needed to cast abilities.
-Mob/building armor: Armor reduces the damage taken by 1 per level. Example: A mob with 1 armor takes damage from a mob that deals 6 damage per attack. The receiver will take 5 damage in this case.

Units (ALL units cost supply, resources, and time to build)
-Worker unit (enderman): Worker unit that can harvest materials and build structures. Has a basic attack, but it is the weakest unit to attack with. Attacks ground only. Workers can also be assigned to relocate buildings, but buildings must not be producing units or researching tech. Infested buildings retain the ability to be relocated. Workers benefit only from armor upgrades, not weapon. Cost: wood, 1 supply.

Tier 1 units
-Basic melee combat unit (zombies): Weak melee warrior. Can upgrade for faster move speed. Attacks ground only. Costs wood only, 1 supply.
-Basic ranged unit (skeleton): Ranged support warrior. Can upgrade to increase firing speed. Attacks ground and air (range: 7 blocks). Costs wood, minerals, 1 supply.
-Suicide unit (creeper): Suicide bomber that instantly explodes on death or when reaching its target. Explosion deals splash damage to those in a small radius. Damage dealt is based on proximity. Attack range: melee (explosion range is 3 blocks). Costs wood, minerals, 2 supply.

Tier 2 units (requires tier 1 production building unlocked and in the map). At this point all units as tier 2 and up require both wood and minerals.
-Magma Cube: tough melee unit that can split into smaller, weaker cubes on death. Costs 4 supply.
-Witch: Support spellcaster that can heal friendly troops and/or weaken enemies. Can detect hidden/cloaked units by toggling healing off. Cannot attack by itself. Costs 2 supply.
-Villager: Defensive spellcaster that can buff friendly troops such as shielding 1 unit, boost production speed, etc. Cannot attack by itself. Costs 2 supply.
-Silverfish: Infestation/offensive spellcaster that can slow down enemies or instantly kill 1 by incubating 2 spiders inside the host. Most feared is its ability to infest badly damaged buildings, bringing them under the silverfish's control. Infested buildings are restored to full HP upon infestation and have the ability to produce endermites, weak but mass-producible melee units. Infested buildings lose the ability to produce their original units/upgrades. Costs 3 supply.
-Pigman: Cloaked unit that has high damage but low HP. Attacks ground units only (melee range). Way more expensive than zombies but can deal a lot damage if the opponent lacks adequate detection. Costs 2 supply.

Tier 3 units (requires tier 2 building unlocked and in the map).
-Ghast: Siege unit that can attack from far away (range: 15 blocks). Deals splash damage though not as much as creepers. This unit's splash damage affects both friendly and enemy mobs. Costs 4 supply
-Blaze: Flying unit that attacks 3 times but has a short range (4 blocks). Can attack ground and air units. Has 2 upgrades: cloak and +20% speed. Researching its cloaking upgrade will allow it to cloak briefly for 30 seconds. Low HP per mob. Costs 3 supply.
-Guardian: Flying unit that attacks ground and air units (7 block range). Strong against tough units. Costs 4 supply.
-Iron golem: Tough, high damage ground melee unit with good armor and HP. Slow however. Costs 6 supply.
-Slime: Air transport that can pick up to 8 small units (or up to 4 medium or 2 large units). Drops 1 unit at a time. No attack. Costs 2 supply.

Tier 4 units (only 1 can be built out of the 3). All cost a lot of wood, minerals, and 8 supply.
-Ender dragon: The most expensive unit in the game and only 1 per army can be on the battlefield. Mostly support but has a ranged attack. Can teleport any nearby friendly units back to the main base and cloak nearby friendly units.
-Wither: Same price as the dragon and only 1 can be built at any time. Designed for pure offense, it can deal AoE damage or heavy, single-target damage.
-Elder guardian: Designed for pure defense, it can shield a group of friendly units (AoE ability) for X amount of damage. Can also apply "guardian shield" to reduce all incoming damage by 2 for all friendly units within a 5 block radius.

Infested units (spawn from silverfish or from infested buildings):
-Spider: Spawned from silverfish's "spawn spiders" ability. A target is instantly killed and 2 spiders under the caster's control spawn from the corpse. Deals low melee damage and has low HP, but benefits from numerical upgrades. Cost: 0 supply, timed life of 3 minutes.
-Endermite: Weaker unit than the zombie, but spawns in triples. Much stronger than zombies when in swarms. Cost: wood, 1.5 supply (0.5 supply per mite).

Buildings (Names are tentative. Cost wood, minerals, and time. Workers must also continue building until the structure is complete):

Basic buildings
-Den of the dead: Tier 1 production facility that produces zombies, creepers, and skeletons. Creepers require an additional building to be built. Cost: wood, 60 seconds
-Hut: Building that provides supply. Cost: wood, 30 seconds
-End structure: The foundation and the starting building for all players. Provides 2x the supply as a hut but costs 4x as much. This is where endermen send harvested resources. Additional buildings can be built but they're expensive. Cost: Wood, 100 seconds?
-Training center: Building that unlocks creepers when a Den is built. Has numerical upgrades. Cost: Wood, 35 seconds
-Turret: Static defense building that provides detection and deals damage only to air enemies in range. Does not benefit from upgrades. Detection range is 10 blocks and detects hidden/cloaked air and ground units. Attack range: 8 blocks. Cost: Wood, 30 seconds

Advanced buildings
-Spire: Produces villagers, witches, cubes, and golems. Cost: Wood, minerals, 60 seconds
-Wizard's tower: Unlocks villagers, witches, golems, and the level 2 and 3 numerical upgrades. Cost: Wood, minerals, 70 seconds
-Airport: Trains flying units. Requires a spire to be built. Can be upgraded to unlock Blaze upgrades and the ender dragon. Cost: Wood, minerals, 80 seconds. Upgrading the airport costs wood, minerals, and 100 seconds.
-Hatchery/Sunken temple/Devil's portal: Required to train the ender dragon/elder guardian/wither respectively and contains upgrades. Only 1 of these 3 buildings can be built at any time and only 1 of its unlocked units can be trained.

Rewards
Unlike most minigames that give a set reward, this game gives an initial reward and a bonus. This bonus is determined based on your performance, whether you win or lose (losers get a smaller bonus). The maximum number of cubelets you can get in this game is still capped to 1 per match.

Initial reward is fixed: about 50 XP, 10 points, half the default chance of getting a cubelet (assuming a cubelet has a 20% drop rate, this becomes 10%). This is awarded to the winner only.

Bonus reward is based on how long the game went, whether you won or lost, what you killed, time you were supply blocked (having full supply/inability to constantly create units), and how many unspent resources you have. The more resources you spent and the less you were supply blocked, the better. A super fast (<4min) or really slow game (>30min) won't give you the "short game" bonus however.

A maximum bonus reward can be +100 XP, +20 points, and the default chance of getting a cubelet. Losing players get a fifth of this.

Any comments and feedback below appreciated.

Credit goes to djoslin's original work 6 years ago. Here's a video of his early work and his website showing his RTS mod.

http://djoslin.info/projects/minecraft-mods/creepy-kingdom/
 
Last edited:

Proditio

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Dec 16, 2016
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This seems like an EPIC game. It seems like you are making a minecraft version of age of empires/civ. I fully support this idea. The only downfall I see to it is being lag, and that because it is such a huge thing it almost seems like I could be a server of its own. I think it would highly appeal to the tower defense players. A few ideas I thought of while reading is that first off I think the ender dragon should have its own building. (maybe like a hatchery and takes 90 seconds?) You could make the ender dragon very support/spell user. add in the wither boss as a very offence unit, and the elder guardian as a defense one. each could need their own building, and as with the dragon there may only be one of each on the map. To balance this feature you could only be able to make one of the three buildings. I would love to see this put in so good luck :D
 

betty's oldies

Forum Expert
This seems like an EPIC game. It seems like you are making a minecraft version of age of empires/civ. I fully support this idea. The only downfall I see to it is being lag, and that because it is such a huge thing it almost seems like I could be a server of its own. I think it would highly appeal to the tower defense players. A few ideas I thought of while reading is that first off I think the ender dragon should have its own building. (maybe like a hatchery and takes 90 seconds?) You could make the ender dragon very support/spell user. add in the wither boss as a very offence unit, and the elder guardian as a defense one. each could need their own building, and as with the dragon there may only be one of each on the map. To balance this feature you could only be able to make one of the three buildings. I would love to see this put in so good luck :D
Yep, an extra tech building and the upgrades specifically for that. Agreed!
 
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Despacito 2

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I like it...
 

agent320

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Jun 28, 2016
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Why...not...

before anyone wonders I just replayed all the sc2 campaigns 3 times ._.
 

betty's oldies

Forum Expert
Why...not...

before anyone wonders I just replayed all the sc2 campaigns 3 times ._.
I beat all the campaigns on brutal except Nova DLC (hard instead). SC2 has great replay value in multiplayer but not as many people on compared to MC.

What we want here is to have a lot of people try out RTS if they haven't tried it and to increase the server's replay value.
 

agent320

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I beat all the campaigns on brutal except Nova DLC (hard instead). SC2 has great replay value in multiplayer but not as many people on compared to MC.

What we want here is to have a lot of people try out RTS if they haven't tried it and to increase the server's replay value.
Do you play Co op?
 

agent320

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Jun 28, 2016
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Yes, played it a lot but got bored and stopped for 2 months as of now. I played the weekly mutation every week and co-op on brutal.
Can you give me your battletag in a conversation maybe we can play together once or twice. I usually play on hard but because I love cheese strats I can easily play on brutal too...
 

betty's oldies

Forum Expert
Can you give me your battletag in a conversation maybe we can play together once or twice. I usually play on hard but because I love cheese strats I can easily play on brutal too...
Same name as my name on forums/in-game.

Some cheese strats (like instant capping locks in Lock-n-Load with Artanis and Raynor) don't work anymore or Blizzard always has a workaround for them.
 

agent320

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Same name as my name on forums/in-game.

Some cheese strats (like instant capping locks in Lock-n-Load with Artanis and Raynor) don't work anymore or Blizzard always has a workaround for them.
Battletags work differently. You cant search by name you have numbers behind you name. Those numbers and your name make up your battletag. I cant find you by name
 
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