Minecraft PC IP: play.cubecraft.net

Would you like to see this implemented?

  • Maybe...

    Votes: 0 0.0%

  • Total voters
    28
  • Poll closed .
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Priley

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Jul 6, 2015
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reprotland
You basically keep recreating the same thread over and over again even when several staff members have replied to the previous ones
Honestly, what more do you want?
 
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FartiliciousMaleGuy

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Oct 14, 2017
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under your bed
@Cubecrafty @Crystalcreeper04 , just out curiousity, but which additional ideas seem kinda iffy to you and why..? Like i said just curious that's all, which also goes for the people voting no btw (to which btw @CommandantSlime and @giesko i ain't gonna take those votes seriously if you don't supply those votes with atleast something, just saiying. This will be the last time i'll tag you guys and if i don't get a response back after this i'm assuming you're ok with that, which is fine with me really).
 

Slainbyme__

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Quite interesting old chap, I’m not a fan of the idea itself, seems like team eggwars but teams in seperate islands, have maps for his instead. ,some of the other things like potions and items suggested in this thread are quite inspiring; I believe even if none from the thread is put in, it could guide the management team on how to make the game more fun rather than stale as it is currently.

Well done sir.
 
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SoppeJam

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May 10, 2017
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- Reposting here due to the possible different audience at the Eggwars section -


Finalized Eggwars Gamemode variation - Concept Thread 3.0

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


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 and isn't that hard to implement in the current system of Eggwars Teams (either Normal or Speed, doesn't matter, same for both), 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)

  • (An interesting and cool final deathmatch between the winning islands of the winning alliance if voted for)

  • (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 idea:

(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. 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 teams 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 small teams



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

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 lower item price for weapons and a buff 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.

  • 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


- The last remaining alliance fights it out among itself. The teams of the alliance that survived and won, fights it out. The winning island of this fight gains extra points, while the lost islands (of the winning team, aside from the islands that died off before the team won) still receive a normal, good amount of points for being on the winning team. If this were to be added i think it would be best to have this off by default and only have it happen if it were to be voted for.

Click on the spoiler tag for more info.

The final deathmatch between the winning islands needs to be balanced in some way gear wise. If the islands would fight it out with their own gear they made in the game it could cause islands of the same team to sabotage each other (breaking their allies' bridges for example) to prevent their fellow islands from becoming too well geared so they might have the advantage gear wise when they fight in the island deatmatch. My suggestion would be: delete all items and in turn give them equal gear and items. teleport players back to their islands delete all chests and all blocks placed during the game, generators get reset. This would prevent sabotage between allied islands and would also prevent the fight from potentially being one sided.

Along with that, i'd make this deathmatch between the winning islands more fast paced since it should be seen more as a sort of 'extra event' for bonus points and not the main thing of the game, but that's just my take on it. The means through i would make it more fast paced could be stuff like: speed pots, delete the eggs so everyone has only one life, give crazy items like enderpearls, fireballs and eggs that would generate bridges to the point you throw them (hypixel eggs from bedwars), give strong weapons and weaker armor (etc.?). 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 "The traitorous battle".)


Also, i'm going to propose something pretty crazy, but please, hear me out: have this final deathmatch / traitor battle be votable. Now here it comes (brace yourself), the ones who can vote is going to be...EVERYONE, not just the ranks. Wouldn't that be cool for once? If no one votes anything there will be no final deathmatch by default (although, once again, i rather let Cube decide on what option seems best to put as default)

Also to make sure you can still make a clear distinction between the teams in the deathmatch (cause the teams would be quite similiarly coloured since they're all from the same alliance) you could apply the 'extra tag above head' fix as a solution and instead of having the tag showcase the alliance the player belongs to, you could change it to have it now show the team it belongs to once the deatmatch starts. Here's a picture of what i mean:
s3Gfe1S.png


This round will not be possible with all maps that include certain parts of this additional idea: Have teams combined into one team, but DON'T give each team a seperate egg. (see: Alliance 4 (Delta)(just one island with one egg): Yellow (12 players)


Idea by (first)@effot and @Younisco and improved and worked out by me @FartiliciousManChild


- 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 combined teams/alliance 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 designs.

Click on the spoiler tag for more info.

Imagine a map for example having a team 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 teams with the higher island and playercount should be given big disadvantages compared to the teams 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:
- Team 1 called Omega: Green (3 players) + Dark Green (3 players) + Lime (3 players)
vs
Team 2 called Alpha: Orange (3 players) + Red (3 players) + Dark Red (3 players)
vs
Team 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 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.
In short: food and block prices are reduced by 1 iron

Example:

*after 10 minutes of keeping all the eggs alive of your alliance* '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 completely loses one of it's teams 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:)
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!

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 team. 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 @FartiliciousManChild

- 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, 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.

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

- 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. Lastly, see this quote from @SyIvaly :



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 have every additional idea and especially fixes added to the mainconcept, that be my personal preference, 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.


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So.
Cubecraft...What are you waiting for?


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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 :)

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)



~FartiliciousManChild

(a.k.a. Epicfartofdoom in game)
Your scoreboard fix is not possible. Minecraft scoreboards can max have 15 lines. (Whitelines) included.
 

FartiliciousMaleGuy

Dedicated Member
Oct 14, 2017
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under your bed
Your scoreboard fix is not possible. Minecraft scoreboards can max have 15 lines. (Whitelines) included.
How do you know? Where has this ever been confirmed? And if so, i'll doubt the developing team can't work around it. Heck they made fortnite in minecraft, that seems like something reasonably complex to make aswell, so why wouldn't they be able to do force minecraft to get more than 15 lines too, i bet these minecraft servers break minecraft in several areas already with a lot of minigames they have; and if not, i bet they're able to. But then again, this is just speculation, i'm not very knowledgable about the development.

Also what do you mean with whitelines?

can u please add health bar it makes pvp more fun :p
Uhhhhh...Sure?
 

_The13thDoctor_

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Jul 23, 2016
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- Reposting here due to the possible different audience at the Eggwars section -


Finalized Eggwars Gamemode variation - Concept Thread 3.0

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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 and isn't that hard to implement in the current system of Eggwars Teams (either Normal or Speed, doesn't matter, same for both), 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)

  • (An interesting and cool final deathmatch between the winning islands of the winning alliance if voted for)

  • (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 idea:

(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. 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 teams 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 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 lower item price for weapons and a buff 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.

  • 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


- The last remaining alliance fights it out among itself. The teams of the alliance that survived and won, fights it out. The winning island of this fight gains extra points, while the lost islands (of the winning team, aside from the islands that died off before the team won) still receive a normal, good amount of points for being on the winning team. If this were to be added i think it would be best to have this off by default and only have it happen if it were to be voted for.

Click on the spoiler tag for more info.

The final deathmatch between the winning islands needs to be balanced in some way gear wise. If the islands would fight it out with their own gear they made in the game it could cause islands of the same team to sabotage each other (breaking their allies' bridges for example) to prevent their fellow islands from becoming too well geared so they might have the advantage gear wise when they fight in the island deatmatch. My suggestion would be: delete all items and in turn give them equal gear and items. teleport players back to their islands delete all chests and all blocks placed during the game, generators get reset. This would prevent sabotage between allied islands and would also prevent the fight from potentially being one sided.

Along with that, i'd make this deathmatch between the winning islands more fast paced since it should be seen more as a sort of 'extra event' for bonus points and not the main thing of the game, but that's just my take on it. The means through i would make it more fast paced could be stuff like: speed pots, delete the eggs so everyone has only one life, give crazy items like enderpearls, fireballs and eggs that would generate bridges to the point you throw them (hypixel eggs from bedwars), give strong weapons and weaker armor (etc.?). 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 "The traitorous battle".)


Also, i'm going to propose something pretty crazy, but please, hear me out: have this final deathmatch / traitor battle be votable. Now here it comes (brace yourself), the ones who can vote is going to be...EVERYONE, not just the ranks. Wouldn't that be cool for once? If no one votes anything there will be no final deathmatch by default (although, once again, i rather let Cube decide on what option seems best to put as default)

Also to make sure you can still make a clear distinction between the teams in the deathmatch (cause the teams would be quite similiarly coloured since they're all from the same alliance) you could apply the 'extra tag above head' fix as a solution and instead of having the tag showcase the alliance the player belongs to, you could change it to have it now show the team it belongs to once the deatmatch starts. Here's a picture of what i mean:
s3Gfe1S.png


This round will not be possible with all maps that include certain parts of this additional idea: Have teams combined into one team, but DON'T give each team a seperate egg. (see: Alliance 4 (Delta)(just one island with one egg): Yellow (12 players)


Idea by (first)@effot and @Younisco and improved and worked out by me @FartiliciousManChild


- 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 combined teams/alliance 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 designs.

Click on the spoiler tag for more info.

Imagine a map for example having a team 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 teams with the higher island and playercount should be given big disadvantages compared to the teams 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:
- Team 1 called Omega: Green (3 players) + Dark Green (3 players) + Lime (3 players)
vs
Team 2 called Alpha: Orange (3 players) + Red (3 players) + Dark Red (3 players)
vs
Team 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 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.
In short: food and block prices are reduced by 1 iron

Example:

*after 10 minutes of keeping all the eggs alive of your alliance* '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 completely loses one of it's teams 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:)
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!

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 team. 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 @FartiliciousManChild

- 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, 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.

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

- 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. Lastly, see this quote from @SyIvaly :



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 have every additional idea and especially fixes added to the mainconcept, that be my personal preference, 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.


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

So.
Cubecraft...What are you waiting for?


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


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 :)

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)



~FartiliciousManChild

(a.k.a. Epicfartofdoom in game)

I dont have to answer if I have said NO to every single thread you made.

This whole idea is completly unbalanced and unfair. Efcluke said it would not work and this is like what? The 5th thread you have had to make? N.O
 
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FartiliciousMaleGuy

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Si me gusta la idea de renovar y hacerlo más divertido, especialmente en más mapas como dijiste
Agradezco su comentario y aprobación del concepto, pero intente utilizar el inglés en cualquier publicación de Furhter, no solo en este hilo, sino en cada hilo, ya que solo una minoría lo entiende cuando habla español ... Solo quiero hacerle saber

De todos modos gracias por tu respuesta. ¡Me alegra que te guste!
 

FartiliciousMaleGuy

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Oct 14, 2017
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Your response was (once again) quite flawed cause it was highly likely based on Efcluke's flawed response on my previous thread about this concept (blindly following his view without any second thought, not using your own brain). Here's what i mean for if you don't understand, which you very likely don't:

Efcluke's (flawed) response:
upload_2018-5-16_22-29-25.png


Your response, which happened to be right after Efcluke pretty much claimed that just an additional accessory idea in the first place btw, to be presumably 'unfair' and 'unbalanced': "No. Completly unfair."
upload_2018-5-16_22-35-6.png



Now let's see what MY response was to Efcluke, in which i brought up a pretty important point he seemingly completely avoided/ignored:


I don't like EggWars or have as an extensive knowledge as other community members which is why I have not replied to it as of yet. If it was a Lucky Islands thread I would share my opinion very quickly since that's my favourite game! However I see you've put a lot of effort into your thread which I appreciate :p The only idea I saw regarding my area (Map design) was this:

"- Have unique uneven maps with unique interesting team designs"


In short.. no. In long.. Every team should have an equal opportunity and the same chance of winning. By giving any team a bias you've just ruined the game entirely. During pre lobby everyone will want to join that specific team, people will leave as soon as the game starts because they didn't get on the OP team. You can't rely on players working together, as an "alliance", and playing exactly how you intend the game to be. Most players are selfish, which is why on Team SkyWars and Team Lucky Islands maps we put more than the average amount of chests/blocks so one player can't get everything.

It would be nice to see EggWars get some unique modes which could be accompanied with unique maps specific to that mode, I feel it would "revitalize it" as you say, however I feel this isn't the mode to do that.

(For future reference, don't bother tagging Marco in game suggestions, he is a 'Systems and Network Engineer' he rarely plays Minecraft).
Click to expand...
Ok. Woaw!


Let me first of tell you how appreciative i am of your response and feedback!

Now up to my reaction:


I don't like EggWars or have as an extensive knowledge as other community members which is why I have not replied to it as of yet.
That's alright, i'm glad that in the end someone responded.



However I see you've put a lot of effort into your thread which I appreciate :p
I sure did! Nice to see that my efforts are being acknowlegded.



The only idea I saw regarding my area (Map design) was this:

"- Have unique uneven maps with unique interesting team designs"
In short.. no. In long.. Every team should have an equal opportunity and the same chance of winning. By giving any team a bias you've just ruined the game entirely. During pre lobby everyone will want to join that specific team, people will leave as soon as the game starts because they didn't get on the OP team.
Ok first off, let me make very clear that this is just supposed to be a potential concept to add to the mainconcept in case there would be any need for things to be added to it. I'm glad to see that you've gave your feedback on this and consider it only logical as to why you did considering your area of (assumebly) expertise. But like i said, i'ts not the maindish of this thread though, your feedback is still appreciated on it nonetheless of course, but please keep that in mind. If you're right and this is indeed not equal and fair (even with the things i stated to counteract that with (which i stated kinda vaguely ('advantages'/'disadvantages') but imagine things like better/worse starting gens + more/less gens at base, along with map bias towards alliances with lesser players and the other way around with alliances with more players) then sure, fine, scrap it. Done. It's just a potential possible additional idea, nothing more.



You can't rely on players working together, as an "alliance", and playing exactly how you intend the game to be. Most players are selfish, which is why on Team SkyWars and Team Lucky Islands maps we put more than the average amount of chests/blocks so one player can't get everything.
- People will learn how to effictively play the game and learn to care about their alliance over time (through trial and error for example, or witnessing efficient alliances etc. etc.).
- Check the additional idea (elaboration) "An in-game incentive for alliance teamwork.", cause i am very aware of the selfish nature of players. I also don't rely on them to not be selfish without either given them a mild push in the right direction or after they've learned how to more effectively play the game, which is: good teamwork.



Do you have any more opinions on the other potential additional ideas? Instead of just this one you mentioned before, which you stated not to like, but like i mentioned before, is removable and only there as an possible accessory to the mainconcept. I don't think it's really right to write this off completely just yet because you didn't like an accessory of the concept.



I don't like EggWars or have as an extensive knowledge as other community members
(Assuming you did completely write this off) seeing how you are aware of this about yourself, maybe you should in this case take a look at other peoples opinions on this a bit more (polls, comments), before writing this off completely.



I feel this isn't the mode to do that.
Ok, so, your arguments for thinking this are these right?:
- don't like the additional accessory idea of:
"- Have unique uneven maps with unique interesting team designs" --> My response: NP! It was just there as an accessory in the first place!
- not much faith in players playing the game the way it's intended, but being selfish instead --> My response: People learn how to play overtime + check in-game incentive for teamwork (additional idea)

You've only shown me 1 argument that is likely directed to the mainconcept, while at the same time also said that it be nice to see some unique modes added to Eggwars and that it would indeed revitilize it. You said no to this but at the same time have perhaps 1 solid-ish point that you were able to come up with so far, isn't that a little to write it off just yet? If you are going to keep this opinion on it, i would honestly like to see a few more reasons as to why.

Are there any more arguments i'm missing? Please let me know if so.


In my eyes, there's nothing yet that makes me lose faith in this considering i've been able to pretty successfuly counter your points (imo). If you have any more critique though, feel free to share, i'm all open arms and would love to hear it! I'm sure there must be more (?)



Curious to hear what you have to say about my response and counter-arguments.

Very thankfull for the response! (finally someone!) :p

After that i also added this:

After you've read my response to my post i would also like to ask you: Do you not believe that a disadvantage in playercount can't be outbalanced in any possible way? In no way what so ever?

I've yet to receive an answer to this question till this very day, as long as he doesn't have an answer to this question i can't count his argument as valid.


Being a staff member ≠ everything you say is correct/right.
 
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