Greetings folks and folkettes...
Over the past couple of weeks i've been churning over an idea for a multiplayer game within the ftb modpack. Until recently I was only mulling it over. It was inspired by vanilla Swampcore, a mode of play that pits you against rain, mobs, and a very limited resources.
That is until I started playing the Ultimate FTB modpack. This is a very rough draft that has has been dry run by myself. If there are any logical errors please forgive me. Let's get to brass (bronze?) tacks:
The main goal: To acquire as many chests as possible within the confines of a limited size map in a short order of time.
The map: a superflat world with at least the presets of one stronghold, lava lakes, lakes, and mineshafts turned on. I set the chance of mineshafts between 0.05 to 0.20. Any higher than that and it starts to lag and the lava lakes catch wood on fire-rendering the map unplayable. The biome can be set to anything. Personally I like swamps as it can add witch huts but at a trade-off of villages.
The Possible Physics of Play:
With only a few layers of dirt at a low y level it becomes rather difficult to gather ores, sand and stone become uncommon but not impossible to gain. Copper can only be found in chests so it makes crafting certain items that much harder and silver can only be found around lava lakes. Note: Found ores are dependent on the Generation Properties.
At the end of the match all players are summoned to have all of their inventories counted for points automatically. The Winner(s) have their heads mounted in the Hall of Brains.
The Point System:
Each single item has a point value. A specific number of items is called a set which nets bonus points. There are certain items that negate points called Bombs. Sneaky players can possibly hide an entire canvas bag full of these in a container or throw it at you to pick up at the countdown.
Chests: A Set of Chests is a stack of 64.
Wooden Chest = 1 pt each, +1 pt for a set.
Iron Chest = 5 pts each, +5 pts for a set.
Copper Chest = 10 pts each, +10 points for a set.
Gold Chest = 25 pts each, +25 points for a set.
Diamond Chest = 50 pts each, +50 points for a set.
Crystal Chest = The player that has the most Crystal Chests has their total points doubled.
Obsidian Chest = A single obsidian chest counters a single bomb. A set of these counters two stacks of bombs of the highest negative value.
Silver Chest = 250 pts each, +250 for a set.
Enderchest = 100 pts each, +100 for a set.
Chestmaster Bonus = +777 points for one of each chest.
==========================
Canvas Bags: A set of Canvas Bags is the entire spectrum of dyes used in making these.
Canvas Bag = 10 pts each, +100 for a set.
==========================
Backpacks: A set of backpacks is all of the possible creatable backpacks.
Backpack = +15 pts, +150 for a set.
==========================
Heads: A set of heads is a stack.
Mob Head = 20 pts each, +20 for a set.
Headhunter Bonus = +1000 for collecting one of each vanilla mob, +1000 for collecting all player heads.
==========================
Enderdragon Egg: +500 pts.
Netherstar: +500 pts.
Endgame Bonus: +1000 for collecting 1 Enderdragon Egg and Netherstar.
==========================
Bombs: A single item that classes as a bomb is always worth -10 points.
Wooden Door
Pumpkin
Nukes
TNT
(possible others... I was thinking about having a set bonus that negates points too but it could turn out to be too complex. With Computercraft it should be automatic though.)
I was considering multiple modes depending on player/admin taste:
Difficulty (choose one):
Peaceful: No mobs, just players.
Hard: Fun till you get swarmed by cave spiders.
Hardcore: Permadeath-one strike and your out.
Ultrahardcore: Standard minecrack rules; health only regenerates via golden apples or potions of healing.
==========================
Social Dynamics (choose one):
Single: A vicious free-for-all.
Single/Artifact: A free for all with each player choosing a class which nets a set of items. Classes can repeat.
Team: Players work together.
Team/Artifact: Players work together-each player chooses a class which nets a set of items. No repeating classes within a team.
==========================
Optional Modes (choose multiple):
Tough: Chest Recipe is disabled via server properties. This changes the way the game is played.
Sky: One false move and instead of eating dirt you will eat void. Bridging and safety rails, friends.
Obviously this idea can be worked on, hammered out with critique from folks like you. Currently I don't have the technical know-how to run a server nor the finances to rent a server. Which sucks, but hey someone out in the stratosphere could be interested.
Thanks for reading!
~Kelmian
Over the past couple of weeks i've been churning over an idea for a multiplayer game within the ftb modpack. Until recently I was only mulling it over. It was inspired by vanilla Swampcore, a mode of play that pits you against rain, mobs, and a very limited resources.
That is until I started playing the Ultimate FTB modpack. This is a very rough draft that has has been dry run by myself. If there are any logical errors please forgive me. Let's get to brass (bronze?) tacks:
The main goal: To acquire as many chests as possible within the confines of a limited size map in a short order of time.
The map: a superflat world with at least the presets of one stronghold, lava lakes, lakes, and mineshafts turned on. I set the chance of mineshafts between 0.05 to 0.20. Any higher than that and it starts to lag and the lava lakes catch wood on fire-rendering the map unplayable. The biome can be set to anything. Personally I like swamps as it can add witch huts but at a trade-off of villages.
is the preset I have been personally using for my dry runs. The choice is up to you, however.2;13x7,2x3,2;6;stronghold(count=1),biome_1,decoration,lake,mineshaft(chance=0.05),lava_lake
The Possible Physics of Play:
With only a few layers of dirt at a low y level it becomes rather difficult to gather ores, sand and stone become uncommon but not impossible to gain. Copper can only be found in chests so it makes crafting certain items that much harder and silver can only be found around lava lakes. Note: Found ores are dependent on the Generation Properties.
At the end of the match all players are summoned to have all of their inventories counted for points automatically. The Winner(s) have their heads mounted in the Hall of Brains.
The Point System:
Each single item has a point value. A specific number of items is called a set which nets bonus points. There are certain items that negate points called Bombs. Sneaky players can possibly hide an entire canvas bag full of these in a container or throw it at you to pick up at the countdown.
Chests: A Set of Chests is a stack of 64.
Wooden Chest = 1 pt each, +1 pt for a set.
Iron Chest = 5 pts each, +5 pts for a set.
Copper Chest = 10 pts each, +10 points for a set.
Gold Chest = 25 pts each, +25 points for a set.
Diamond Chest = 50 pts each, +50 points for a set.
Crystal Chest = The player that has the most Crystal Chests has their total points doubled.
Obsidian Chest = A single obsidian chest counters a single bomb. A set of these counters two stacks of bombs of the highest negative value.
Silver Chest = 250 pts each, +250 for a set.
Enderchest = 100 pts each, +100 for a set.
Chestmaster Bonus = +777 points for one of each chest.
==========================
Canvas Bags: A set of Canvas Bags is the entire spectrum of dyes used in making these.
Canvas Bag = 10 pts each, +100 for a set.
==========================
Backpacks: A set of backpacks is all of the possible creatable backpacks.
Backpack = +15 pts, +150 for a set.
==========================
Heads: A set of heads is a stack.
Mob Head = 20 pts each, +20 for a set.
Headhunter Bonus = +1000 for collecting one of each vanilla mob, +1000 for collecting all player heads.
==========================
Enderdragon Egg: +500 pts.
Netherstar: +500 pts.
Endgame Bonus: +1000 for collecting 1 Enderdragon Egg and Netherstar.
==========================
Bombs: A single item that classes as a bomb is always worth -10 points.
Wooden Door
Pumpkin
Nukes
TNT
(possible others... I was thinking about having a set bonus that negates points too but it could turn out to be too complex. With Computercraft it should be automatic though.)
I was considering multiple modes depending on player/admin taste:
Difficulty (choose one):
Peaceful: No mobs, just players.
Hard: Fun till you get swarmed by cave spiders.
Hardcore: Permadeath-one strike and your out.
Ultrahardcore: Standard minecrack rules; health only regenerates via golden apples or potions of healing.
==========================
Social Dynamics (choose one):
Single: A vicious free-for-all.
Single/Artifact: A free for all with each player choosing a class which nets a set of items. Classes can repeat.
Team: Players work together.
Team/Artifact: Players work together-each player chooses a class which nets a set of items. No repeating classes within a team.
==========================
Optional Modes (choose multiple):
Tough: Chest Recipe is disabled via server properties. This changes the way the game is played.
Sky: One false move and instead of eating dirt you will eat void. Bridging and safety rails, friends.
Obviously this idea can be worked on, hammered out with critique from folks like you. Currently I don't have the technical know-how to run a server nor the finances to rent a server. Which sucks, but hey someone out in the stratosphere could be interested.
Thanks for reading!
~Kelmian