Unique Minecraft Server Concept [LIKE RUST]

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PhiccBoi

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Hey guys,

I am here with a concept I thought of randomly, and I am looking for ideas, constructive criticism and/or positive feedback on my concept. Please don't just come here questioning my budget (that won't be an issue) or how I'll market it. This isn't me pitching to you for you to invest, it's me asking for advice on the mode itself. I'm looking for if it sounds fun or not, and if not what could I add/remove to make it more fun.

BASIC CONCEPT
The server would be 1.7-1.8 semi-vanilla survival, you have a safe area at spawn in the middle of the map (which would be custom terrain). PvP is enabled and raiding is allowed. PvP is also PotPvP (so gapples will be nerfed). I would say it's a cross between factions and rust to round it up in the simplest of terms.

The server is focussed vanilla survival, the progession works similar with mining, farming etc. There are no shops, every recource you raid, loot or gather yourself. Beyond the vanilla experience there are mini-boss type things, the item to spawn them is craftable and they drop tools, armour and weapons. The mini-bosses are relatively simple to defeat just have high damage and health.

The world is a custom terrain filled with the recources needed to survive. On top of this any items not available in the map can be found in lootchests in dungeons. These are structures that have mobs (called Guardians) to fight, chests and regenerating ores. Of course to access these non-renewable recources you will have competition from other players and the guardians.

Bases
Players can place "forcefields" down, these spawn a particle effect around a certain radius which prevents other players from being able to place, break or interact with anything inside the area protected. The forcefield must be fueled with items either found in chests at "Dungeons" which refill similar to puzzles on rust or alternatively you can use the less efficient minerals (coal, diamond etc.). Bases can be raided with explosions (see next part) however it can prevented/made harder by using "tougher" blocks for your base. For example wood may survive 3 explosion hits while obsidian will survive 20. Players can have thicker walls or gaps to prevent players raiding and can employ whatever strategy they like. Water or lava will not stop tnt working. Players must get creative to protect their base whether that is hide it, bulk it with defences or sneak traps about.

Raiding
There are 3 ways to raid; wait for the player to let his forcefield end (allowing you to break/place), sneak in as they enter or raid with explosions.
Raiding is possible with an item that technically summons a primed tnt where you stand (as explosion damage does work in forcefields). The item that summoned it would be a high-tier item meaning only richer people could afford it, thus making you safe during the start of the map and safe from any random person raiding you. If you are poor and want to raid this way you can find creepers naturally and lure them however this is obviously tedious and won't work on richer bases. To counter people making impossible to reach bases you can place "Porta-Bridges" and "Porta-Towers" which generate a horizontal or vertical line of blocks depending on the side of the block you place it on.


This is all I got for now, obviously when it came to releasing it'd have some other ideas to finish off the experience (for example how would someone "win") and I'd need to consider how to monetise it without removing the competitive nature but as a basic blueprint how would people feel about it?
 
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PhiccBoi

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sounds like factions mixed with fantasy rp
I suppose that could be a way to describe it with the adventuring and stuff but instead of the fantasy stuff all the combat and mechanics are vanilla.

If you played Archon Wastelands it'd play similar to that at a base level but without all the crazy stuff that in my opinion makes it not feel like minecraft and hard to digest. My concept is a lot different but if I was to compare it to another mode I'd say that mixed with HCF.
 
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InternetThing

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Hey guys,

I am here with a concept I thought of randomly, and I am looking for ideas, constructive criticism and/or positive feedback on my concept. Please don't just come here questioning my budget (that won't be an issue) or how I'll market it. This isn't me pitching to you for you to invest, it's me asking for advice on the mode itself. I'm looking for if it sounds fun or not, and if not what could I add/remove to make it more fun.

BASIC CONCEPT
The server would be 1.7-1.8 semi-vanilla survival, you have a safe area at spawn in the middle of the map (which would be custom terrain). PvP is enabled and raiding is allowed. PvP is also PotPvP (so gapples will be nerfed). I would say it's a cross between factions and rust to round it up in the simplest of terms.

The server is focussed vanilla survival, the progession works similar with mining, farming etc. There are no shops, every recource you raid, loot or gather yourself. Beyond the vanilla experience there are mini-boss type things, the item to spawn them is craftable and they drop tools, armour and weapons. The mini-bosses are relatively simple to defeat just have high damage and health.

The world is a custom terrain filled with the recources needed to survive. On top of this any items not available in the map can be found in lootchests in dungeons. These are structures that have mobs (called Guardians) to fight, chests and regenerating ores. Of course to access these non-renewable recources you will have competition from other players and the guardians.

Bases
Players can place "forcefields" down, these spawn a particle effect around a certain radius which prevents other players from being able to place, break or interact with anything inside the area protected. The forcefield must be fueled with items either found in chests at "Dungeons" which refill similar to puzzles on rust or alternatively you can use the less efficient minerals (coal, diamond etc.). Bases can be raided with explosions (see next part) however it can prevented/made harder by using "tougher" blocks for your base. For example wood may survive 3 explosion hits while obsidian will survive 20. Players can have thicker walls or gaps to prevent players raiding and can employ whatever strategy they like. Water or lava will not stop tnt working. Players must get creative to protect their base whether that is hide it, bulk it with defences or sneak traps about.

Raiding
There are 3 ways to raid; wait for the player to let his forcefield end (allowing you to break/place), sneak in as they enter or raid with explosions.
Raiding is possible with an item that technically summons a primed tnt where you stand (as explosion damage does work in forcefields). The item that summoned it would be a high-tier item meaning only richer people could afford it, thus making you safe during the start of the map and safe from any random person raiding you. If you are poor and want to raid this way you can find creepers naturally and lure them however this is obviously tedious and won't work on richer bases. To counter people making impossible to reach bases you can place "Porta-Bridges" and "Porta-Towers" which generate a horizontal or vertical line of blocks depending on the side of the block you place it on.


This is all I got for now, obviously when it came to releasing it'd have some other ideas to finish off the experience (for example how would someone "win") and I'd need to consider how to monetise it without removing the competitive nature but as a basic blueprint how would people feel about it?
sounds cool man!
goodluck with that :)
 
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