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MasterCommaThe

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Everything posted by MasterCommaThe

  1. I think the point was missed as this post expanded. Some of us would like to try to use griefers for our a good purpose. Not everyone has to do this. Regardless of whether this works out in the end, is there a good reason not to do this? If not, can we make it happen?
  2. I think I may have finally thought of a way to more properly involve creative players in CTF. What do any of you think about allowing players to choose between "creative" and "PVP". "Creative in this case would be a limited version of creative mode with fast blockbreak and flying where such players can be killed, but not kill others directly. Such players would also be limited to their own team's area of the map (so they can't grief other teams easily). Optionally these players would only be able to use resources that have been mined for construction. I think this could result in some really interesting defenses and tactics. Given the "creative player class"'s limitations I think only a few people that C normally appeals to would choose it, but still be tactically relevant.
  3. I don't like the idea of a protected lava lake. That may appeal to Parkour types, but it should definitely be optional. And by that I mean we should be able to mine under, adventure around, and build over & through it. Otherwise this is known as "minecrafting" to those familiar with the concept... Treasure trove hunting in no-mans land (and even under your own base) sounds like a really great plan, and as much a mini-game as any of the others. Hence I suggest the awards should include team buffs. Treasure troves above ground should have challenging terrain (such as a floating island 100 blocks up in the air), making them equivalently difficult to access as the underground ones are to find. One should definitely be inside a protected maze (of DOOM!). Another should be on the island in the middle of the lava lake. And another should be inside a trapped temple (I have some familiarity with such temples...). If we want a pathway between each camp, I vote we use the arch design from Dome6 to make it raised and resulting in some interesting combat involving pushing players off to their death! In fact, having such "highways" available at the beginning of the map, would lead to an interesting dynamic until they can be properly defended or destroyed.
  4. I really like the idea of having treasure troves in the No-man's land, both buried and in the open (like the Hunger Games Cornucopia). Basically if some of these troves are resource based, and others are buffs, you get a more widespread KOTH experience trying to maintain control of available treasure troves. I like the wool mountains, and hate the holes. I'd like to second the idea that all but the Flag's immediate area should be unprotected. As an alternative to using 2 teams so that outmatched teams don't unbalance the game, I propose that, beyond simple flag capture, holding a flag area continuously for an hour should "destroy" the base, awarding 50 captures to the destroyer's team. At that point the base becomes no-mans land, the flag area blows up, and the players on the "destroyed" team are randomly distributed to the two teams that didn't destroy them. Holding a flag area more than 15 minutes would automatically give the defending team buffs to bolster their defense.
  5. Please post your ideas here on how Capture The Flag (CTF) could be improved.I'll start off with a relatively simple idea, once it is all over I would love to see a video time lapse of the bases as they develop and withstand assault.
  6. See this post with my ideas for a zombie survival team event. Basically CTF minecraft combined with Left For Dead, including one team controlling some of the mobs. https://nerd.nu/forum/index.php?/topic/32-future-event-ideas/
  7. I strongly second that. Could NCP have mods and admins "trusted"by default?
  8. As a stretch goal: /prison should automatically equip the player with orange or pink dyed leather. Your choice.
  9. I think this idea is great, much like muting offensive players instead of banning them. I don't think we even need to ask if they'd be willing, they will determine that for themselves. I volunteer the UnderTown dig on C as the worksite. The tunnel is planned to be endless. I propose it should work thusly: -mod types /prison <playername> for griefers that commit no other offense -/prison command teleports the griefer to the worksite -instructions at site state that their ban length will be shortened by 1 day for every 10K stone and dirt blocks broken. They must still appeal to be /unprisoned -/prison uses the same system that prevents people from going beyond the map borders to limit them to the worksite -/prison causes any block placed to autokick the griefer and rollback the last edit, just like our TNT autokicking. Can a tech tell us if this is possible?
  10. For the last 3 updates gold picks break incredibly easily when used near haste beacons, even with enchanting Unbreaking 3. Is there anything we can do to fix this? (It has ruined the ability to expand UnderTown)
  11. We've had a lot of fun with Capture the Flag in the past and I just wanted to poll the community for possible ideas for events in the future, and then perhaps Admins can use this post as an archive of what events would be most popular for future use. I'll start it off by proposing a Team Zombie Survival Map. Each night and increasing number of zombies will spawn and attack. During the day the teams will build up their defenses and sabotage one another. The goal is to be the team with the largest score increased by kills and decreased by deaths. PVP would be enabled against other teams. Stretch goals: -One team would act as intelligent mobs, including possible suicidal creeper attacks. Upvote or Downvote these ideas!
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