Well, if you insist.I like this idea even more than towny, please make a seperate thread!
My idea is a survival server with elements of the Tale of Kingdoms Minecraft mod, Don't Starve, Terraria, and Animal Crossing.
Tale of Kindoms Elements:
Players work together to build up a massive kingdom, giving supplies and materials to the kingdom which upgrades and gives benefits to the players after enough resources have been given.
Don't Starve Elements:
Players are discouraged from venturing out at night or into hostile areas without proper protection. Along with normal hazards like zombies, creepers, drowning and fire, players face perils like extreme temperatures, exposure, poisonous plants, and unknown horrors that dwell in the dark of the night and underground. Players that don't wear ample clothing in cold biomes risk frostbite and hypothermia, and players who don't keep hydrated and wear headgear in hot climates risk dehydration, hallucinations, or worse. Mobs that come out at night are much MUCH more challenging than normal mobs.
Terraria Elements:
As the town increases in size, new shops and NPC's show up, each with rare and unique items only obtainable through them. NPC's ranging from gunsmiths to alchemists to magicians will appear in the towns, selling anything from hand grenades to flying potions. Special pets, weapons, tools, armor, potions, and utility items will be obtainable both through NPC shops, but also by digging for treasure, fishing up treasure chests, or exploring deep underground. There are events like Terraria's blood moon and solar eclipse evasions, and mobs are much more frightful than normal.
Animal Crossing Elements: Special events occur if the right conditions are met. NPC's, contests, and other events may occur during holidays or other important dates. You can adopt a job and specialize in it, which in turn will give you advantages/disadvantages among NPC's (i.e. a gunsmith would be more friendly to a hunter or soldier than to a magician or carpenter.)
Some of the proposed changes:
- Players work with instead of against each other. (I'm sorry but I'm just soooo done with all the pvp competition crap.)
- Players work toward the long-term goal of building and protecting their town from monsters, storms, and other hazards.
- Each player has a different job or "class", like doctor, scientist, carpenter, chef, etc. that all have their own perks. i.e. wood placed by carpenters is more durable.
- As the towns become bigger and more complex, different NPC's arrive that all sell various specialty items. i.e. a gunsmith who sells firearms
- There's special events on holidays like in Animal Crossing. You might get a special tool or potion in the mail or a special NPC may appear in every town.
- There's a shrine where players sacrifice materials like diamonds, stone, gold, leather, etc. and once enough of something has been given away, the entire town gets some sort of benefit. i.e. after 20,000 gold ingots have been given, all players have their maxhealth increased to 12 hearts instead of 10.
- At night, incredibly strong monsters come out. Survivability is very low, even with decent armor and weapons. The only place that's relatively safe is the town.
- There will be a small chance every night of a monster siege on your town. Monsters gain the ability to break blocks, open doors, activate redstone, and more.
- Some monsters will spawn during the day as well, like spiders, silverfish, and even giants.
- Zombies will be faster, skeletons will shoot farther, spiders will slow you with webs, and creepers have a small chance to spawn charged.
- Storms will sometimes be severe enough to cause block damage, so choose your carpenter and stonecutter wisely.
- Some monsters will only be killable by special turrets your town can build or by certain items. i.e. chainmail mobs take no damage from arrows.
- Mobs become more difficult underground and have a greater variety. Undead miners, mushroom zombies, ore-monsters, etc.
- Mining at certain elevations gives a very small chance of unearthing relics, fossils, etc. i.e. digging stone at Y:10 gives a .0001% chance of finding an ancient axe.
- Buried treasure and items can surface rarely after a storm. Anything from sticks to a bone to a zombie head.
- Fishing has an even greater variety. Chances to reel in a squid, a zombie, a treasure chest, or to get pulled into the water by a large fish.
- Items that are otherwise unobtainable (knockback V sword, efficiency X pick, etc.) can be found by the methods listed above.