Tauruscraft
¨~ The power lies in the individual
Hello there fellow Minecrafters I'm Wonton Freak, a man with a passion for the sandbox, RPG and gaming in general. I started with Minecraft in the earliest infdev stages, and have played it regulary since, both SSP and SMP on a server I have rented for a long time. This server has been private and have been unavailable to other than my IRL friends until now.
I want to start up a community server, based on the power of the individual player, what I ask is for you to evaluate this idea, and give feedback of how you think this would work, and eventually feedback on what you think would be better etc.
To give you an insight of the basic idea with tauruscraft, and why I think it will be unique, I'm gonna give you a short story.
In 2006, I started playing EvE online, an MMO that I found a trailer for on the internet, I was sceptical at first, but soon found out that it would be the most immersive gaming experience I've ever had. The complete freedom of the game, gives the players almost 100% control of everything that happens in the game. The economy, map and PvP are all a part of the sandbox, and a single player can have massive effects on all the aspects.
What I want with Tauruscraft, is for that experience to be transferred to the blocky minecraft world. Players will have no plugins to restrict them, or guide them. But we will have simple rules to make the game enjoyable for everyone.
Player versus Enviroment (Survival)
Like in EvE, we'll let every player be able to go by themselves, start their own career and live their own life. The other option is to make a guild/clan, or corporations as they're called in EvE.
This will be registered in a protected "embassy" close to the spawn point, where players can read about the guilds, their members and the town/city name of the respected guild. (City location will however not be revealed unless the guild leader wants to.)
Player versus Player
PvP will be similar to that in EvE. If a player kills another player without reason, they will be chased and slain by an NPC faction called CONCORD. However, this will not happen if the slain player has a bounty on him. For corporations/guilds to fight, a war declaration must be accepted by CONCORD (or admin in this case) and a high ammount of ISK (EvE currency) must be paid on a weekly basis to maintain the war declaration.
Economy and Trade
The economy in Tauruscraft, will consist of trading between players. The currency will be run with industrial credits, and to make it balanced, the credit recipes will be disabled and obtainable via selling basic materials to shops in the “embassy” building. After this, the trading will be between players and guilds.
To make things even more interesting, we’ll make certain high end items obtainable via exploring. We’ll disable the recipes of the matter fabricator for example, then hide a few blueprints of it out in the world. If a player/guild finds this blueprint, they’ll get access to the matter fabricator, and will be able to make as many of it as they want. This also gives the guild an opportunity to make blueprint “copies” which has a limited use.
By doing this, we’ll limit tech rushing to give new players a chance while also challenging the older players. This also results more ways to interact with each other in the form of diplomatic relations or a reason to fight for the blueprints.
so.. after that textwall, what do you think?
please give constructive feedback as I'm very eager to make this happen.
Regards
¨~ Chris
¨~ The power lies in the individual
Hello there fellow Minecrafters I'm Wonton Freak, a man with a passion for the sandbox, RPG and gaming in general. I started with Minecraft in the earliest infdev stages, and have played it regulary since, both SSP and SMP on a server I have rented for a long time. This server has been private and have been unavailable to other than my IRL friends until now.
I want to start up a community server, based on the power of the individual player, what I ask is for you to evaluate this idea, and give feedback of how you think this would work, and eventually feedback on what you think would be better etc.
To give you an insight of the basic idea with tauruscraft, and why I think it will be unique, I'm gonna give you a short story.
In 2006, I started playing EvE online, an MMO that I found a trailer for on the internet, I was sceptical at first, but soon found out that it would be the most immersive gaming experience I've ever had. The complete freedom of the game, gives the players almost 100% control of everything that happens in the game. The economy, map and PvP are all a part of the sandbox, and a single player can have massive effects on all the aspects.
What I want with Tauruscraft, is for that experience to be transferred to the blocky minecraft world. Players will have no plugins to restrict them, or guide them. But we will have simple rules to make the game enjoyable for everyone.
Player versus Enviroment (Survival)
Like in EvE, we'll let every player be able to go by themselves, start their own career and live their own life. The other option is to make a guild/clan, or corporations as they're called in EvE.
This will be registered in a protected "embassy" close to the spawn point, where players can read about the guilds, their members and the town/city name of the respected guild. (City location will however not be revealed unless the guild leader wants to.)
Player versus Player
PvP will be similar to that in EvE. If a player kills another player without reason, they will be chased and slain by an NPC faction called CONCORD. However, this will not happen if the slain player has a bounty on him. For corporations/guilds to fight, a war declaration must be accepted by CONCORD (or admin in this case) and a high ammount of ISK (EvE currency) must be paid on a weekly basis to maintain the war declaration.
Economy and Trade
The economy in Tauruscraft, will consist of trading between players. The currency will be run with industrial credits, and to make it balanced, the credit recipes will be disabled and obtainable via selling basic materials to shops in the “embassy” building. After this, the trading will be between players and guilds.
To make things even more interesting, we’ll make certain high end items obtainable via exploring. We’ll disable the recipes of the matter fabricator for example, then hide a few blueprints of it out in the world. If a player/guild finds this blueprint, they’ll get access to the matter fabricator, and will be able to make as many of it as they want. This also gives the guild an opportunity to make blueprint “copies” which has a limited use.
By doing this, we’ll limit tech rushing to give new players a chance while also challenging the older players. This also results more ways to interact with each other in the form of diplomatic relations or a reason to fight for the blueprints.
so.. after that textwall, what do you think?
please give constructive feedback as I'm very eager to make this happen.
Regards
¨~ Chris