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Aggression PvP
Reasons why siege is a very bad idea.
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<blockquote data-quote="Wizard12" data-source="post: 17730" data-attributes="member: 2308"><p>Here's an idea...</p><p></p><p></p><p></p><p>How about instead of a siege event or battle events or the like, what if we have a huge city/landscape that all faction fight over. At its centre is a temple/shrine/castle/fort/whatever that contains a block that the faction must claim. The one that claims it wins a ton of money or is given blocks of rare materials.</p><p></p><p></p><p></p><p>If your reading this, you'll probably say "what stops people from just sneaking in, taking the block, and sneaking out again without fighting." My solution to this would be to split the warzone into zones. After a set amount of time, the next zone is opened. They go in rings getting closer and closer to the victory block.</p><p></p><p></p><p></p><p>But a problem with this would be breaking the walls (they could be protected or made of bedrock) and stopping people from building over the top of the wall (I don't know enough about server workings/plugins to know if it is possible but I once saw a video where glass walls would be invisible until someone walled into them)</p><p></p><p></p><p></p><p>Each zone has a gate to control access. A faction can claim a gate and then can choose who passes through. On top of this, secret access points will be tunnelled by admins so even the smaller faction have a chance of getting into the inner zones if all the gates are held by large factions. These gates make choke points and players can ambush opposing factions as they attempt to travel through their factions gate.</p><p></p><p></p><p></p><p>People would be allowed to build anything inside the 'city' ranging from simple shelters to stop mobs attacking to complex fort systems and TNT cannons. This allows people to strengthen their holdfasts and create supplies depots for easy resupply.</p><p></p><p></p><p></p><p>Once a faction gets to the middle, they'd have to hold the middle for sometime before they can be called the victor. This way other factions can make a final push to win. It could be decided beforehand how long the capture time will be and this could change depending on faction size.</p><p></p><p> </p><p></p><p>This is quite a rough idea but I think if we had some kind of battle event or arena it should be largely open, free to build in and have some kind of goal, plus ways to cause factions to set their own goals (like in the above, faction x holds gate y. Gate y is closer to faction z's base. Faction z decides to attack the gate in an attempt to gain hold of it so they get quicker access to the other zones) Each faction that wants to participate gets a spawn set for them close by, but not in the arena. The arena would have to be large, so there would be a notable distance to travel if you were killed. This helps balance the arena, as if a faction is doing badly, they will, in theory, be closer to their spawn point than the opposing faction, and as such be resupplied quicker.</p></blockquote><p></p>
[QUOTE="Wizard12, post: 17730, member: 2308"] Here's an idea... How about instead of a siege event or battle events or the like, what if we have a huge city/landscape that all faction fight over. At its centre is a temple/shrine/castle/fort/whatever that contains a block that the faction must claim. The one that claims it wins a ton of money or is given blocks of rare materials. If your reading this, you'll probably say "what stops people from just sneaking in, taking the block, and sneaking out again without fighting." My solution to this would be to split the warzone into zones. After a set amount of time, the next zone is opened. They go in rings getting closer and closer to the victory block. But a problem with this would be breaking the walls (they could be protected or made of bedrock) and stopping people from building over the top of the wall (I don't know enough about server workings/plugins to know if it is possible but I once saw a video where glass walls would be invisible until someone walled into them) Each zone has a gate to control access. A faction can claim a gate and then can choose who passes through. On top of this, secret access points will be tunnelled by admins so even the smaller faction have a chance of getting into the inner zones if all the gates are held by large factions. These gates make choke points and players can ambush opposing factions as they attempt to travel through their factions gate. People would be allowed to build anything inside the 'city' ranging from simple shelters to stop mobs attacking to complex fort systems and TNT cannons. This allows people to strengthen their holdfasts and create supplies depots for easy resupply. Once a faction gets to the middle, they'd have to hold the middle for sometime before they can be called the victor. This way other factions can make a final push to win. It could be decided beforehand how long the capture time will be and this could change depending on faction size. This is quite a rough idea but I think if we had some kind of battle event or arena it should be largely open, free to build in and have some kind of goal, plus ways to cause factions to set their own goals (like in the above, faction x holds gate y. Gate y is closer to faction z's base. Faction z decides to attack the gate in an attempt to gain hold of it so they get quicker access to the other zones) Each faction that wants to participate gets a spawn set for them close by, but not in the arena. The arena would have to be large, so there would be a notable distance to travel if you were killed. This helps balance the arena, as if a faction is doing badly, they will, in theory, be closer to their spawn point than the opposing faction, and as such be resupplied quicker. [/QUOTE]
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Reasons why siege is a very bad idea.
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