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Minecraft
Aggression PvP
Revamping PvP and factions
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<blockquote data-quote="Laithes" data-source="post: 19809" data-attributes="member: 1848"><p>I understand the siege and no siege thing cause a lot of arguments, but I now feel that we can reach a compromise. We can still have faction function in pretty much the same way as it does now, just make it so that conquering is actually possible.</p><p></p><p></p><p></p><p>Changes</p><p></p><p></p><p></p><p>Remove the defense bonus- You know the 30% damage reduction thing if you fight someone on your land, yeah I'm talking about that. This makes it so that all fights are pretty much even, nothing is going to give you difficulties in combat because of who owns the land.</p><p></p><p></p><p></p><p>Slowing down power regen- What this really does is make it so that each death stings a bit more, and gives the attackers a wider window of time to use in trying to conquer. The regen is currently .4 power per minute, I was thinking about halving that to .2 power per minute.</p><p></p><p></p><p></p><p>Increasing power lost on death- This just makes it so that each death really works towards your goals, and it helps keep bases small, because more power doesn't help you if your members drop like flies.</p><p></p><p>The power lost on death is currently 4, I was thinking of bumping it up to 8 or even 10.</p><p></p><p></p><p></p><p> This all means that it's easier to conquer a base, but multiple people in that faction have to be online, and you have to still kill them a few times. The only problem I see is encouraging the defenders to drive off the attackers. Unless you build a structure next to them that they really don't like, they're just going to not leave their base to come out and get you.</p><p></p><p></p><p></p><p>Feel free to add ideas, or come up with any solutions, or even just poke holes in my plan and let me fix them.</p></blockquote><p></p>
[QUOTE="Laithes, post: 19809, member: 1848"] I understand the siege and no siege thing cause a lot of arguments, but I now feel that we can reach a compromise. We can still have faction function in pretty much the same way as it does now, just make it so that conquering is actually possible. Changes Remove the defense bonus- You know the 30% damage reduction thing if you fight someone on your land, yeah I'm talking about that. This makes it so that all fights are pretty much even, nothing is going to give you difficulties in combat because of who owns the land. Slowing down power regen- What this really does is make it so that each death stings a bit more, and gives the attackers a wider window of time to use in trying to conquer. The regen is currently .4 power per minute, I was thinking about halving that to .2 power per minute. Increasing power lost on death- This just makes it so that each death really works towards your goals, and it helps keep bases small, because more power doesn't help you if your members drop like flies. The power lost on death is currently 4, I was thinking of bumping it up to 8 or even 10. This all means that it's easier to conquer a base, but multiple people in that faction have to be online, and you have to still kill them a few times. The only problem I see is encouraging the defenders to drive off the attackers. Unless you build a structure next to them that they really don't like, they're just going to not leave their base to come out and get you. Feel free to add ideas, or come up with any solutions, or even just poke holes in my plan and let me fix them. [/QUOTE]
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Aggression PvP
Revamping PvP and factions
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