WARNING: WALL OF TEXT I have a lot of game ideas. I realize this. https://www.cubecraftgames.net/threads/op-op-skywars.14871/ https://www.cubecraftgames.net/threads/soccer-football-minigame.10877/ https://www.cubecraftgames.net/threads/slimezilla-a-derpy-minigame-idea.11016/ https://www.cubecraftgames.net/threads/kit-pvp-suggestion-can-we-haz-mobs.13769/ https://www.cubecraftgames.net/threads/minigame-suggestion-katamari.13580/ Whenever I have an idea, I think to myself "Aw man, if only I knew how to code... and run a server... and make that server successful... and fund that server... and staff it with people I trust..." Then my second thought is "I WILL NOT LET THIS IDEA DIE IN MY BRAIN." so I post it on the forums with a teeny tiny hope that maybe, just maybe, one of the owners or devs will like the idea and incorporate it into something they're working on. Anyways, onto my idea: A lot of servers have rpg-type games or servers. It's your typical D&D warrior/rogue/mage party going up against evil undead/sorcerer/warlord/whatever villain-of-the-week they happen to decide upon. I think it'd be really cool to have something similar, but not quite the same. In games like that, every character is tasked with being "the hero" or "the protagonist." Anyone who's played a big MMO like WoW or SWTOR can tell you that this kind of "I'm the hero!" lore doesn't work when there are hundreds or thousands of others saying the exact same thing. Rather than encourage this competitive "I'M LEVEL 17 AND YOU'RE ONLY LEVEL 14 HAHA NOOB" behavior, I suggest a cooperative game where players work toward a common goal, fighting hand in hand against a non-player threat. I've thought up 3 scenarios for this type of game, and in a previous thread, I came up with about 10 different classes the player can use. The scenarios are as follows: Citadel: Players storm a castle and room after room of progressively difficult monsters. When they reach the top, they must defeat the currently-undecided boss. (probably a lich or a witch or some sort of sorcerer) Players cannot progress up the tower until the room is cleared and all enemies are defeated. Defend the Keep: Players patrol a building and keep monsters at bay, defending the innocent lives inside. Wave after wave of custom mobs charge to defeat the players. Players must be strategic about their methods of defense, as the monsters can win without killing the players by infiltrating the keep. Armageddon: The Hellmouth/portal to the Underworld/wormhole from space has opened up and players must work together to seal the entrance. Monsters spawn from the Hellmouth, keeping players at bay. If the Hellmouth isn't sealed in time, the players lose. This game type encourages players to work together, to strategize, and generally be smart about gameplay. Everyone either wins or loses, meaning there's no reason to work against your teammates and all the reason to choose your classes wisely. The following are the classes I thought of in a post for another game a few months ago: Knight: Weapon: Sharpness I Iron Sword Armor: Iron Armor, no helmet Special ability: Spin Attack: AoE Attack that deals 5 hearts of damage to all enemies in a 3-block radius, 10 second cooldown Paladin: Weapon: Smite III Iron Axe Armor: Gold Armor, Protection I on all armor. Special Ability: Holy Aura: Grants resistance I, regeneration I, and absorption I to all teammates for 10 seconds. 40 second cooldown. Templar: Sharpness I Knockback III Stone Axe, Armor: Diamond Armor, no helmet Special Ability: Taunt: All enemies will agro on the Templar, Templar receives resistance I and slowness X for 5 seconds. 20 second cooldown. Archer: Weapon: Power II Infinity I Bow Armor: Dark Green Leather Armor Special Ability: Hail of Arrows: Bow rapid-fires for 3 seconds, dealing 150% normal damage per arrow. 20 second cooldown. Demon Hunter: Weapon: Sharpness I Smite I Bane of Arthropods I stone sword, Punch I Infinity I Bow. Armor: Dark Red Leather Armor Special Ability: Hunter's Prowess: Bow deals 500% normal damage for the next shot fired. 20 second cooldown. Rogue: Weapon: Sharpness II Stone Sword Armor: Black Leather Armor Special Ability: Sneak Attack: Grants the rogue Invisibility I and Strength II for 5 seconds. All agro'd monsters target another player. 20 second cooldown. Sorcerer: Weapon: Knockback II Fire Aspect I Stick Armor: Blue Leather Armor, no boots, Protection I on all armor. Special Ability: Smite: Summons lightning where the Sorcerer is looking. 10 second cooldown. Necromancer: Weapon: Knockback I Sharpness II Bone Armor: Dark Red Leather Cap and Tunic, Thorns I on all armor. Special Ability: Raise Undead: 50% chance to summon a friendly zombie any time the Necromancer kills an enemy. Death Knight: Weapon: Sharpness II Knockback II Stone Sword Armor: Chainmail Armor, Wither Skeleton Skull Special Ability: Undead Allegiance: 50% chance to heal a random necromancer ally any time the Death Knight kills an enemy. Berserker: Weapon: Stone Sword Armor: Leather Armor, Chainmail Chestplate. Special Ability: Foe-Tossing Charge: Berserker is granted resistance V for 1 second and leaps forward, tossing all enemies in the Berserker's path high in the air. 10 second cooldown. If you guys really like this idea, I'll come up with more classes, game modes, etc. Let me know what you think.