• NationCraft v.2 - The Phoenix Project (Media Release - 1st March)
    1,321 replies, posted
[QUOTE=NoDachi;28360561]Assassins need diamond arrows. One diamond makes [B]one[/B] arrow. But it kills in one hit.[/QUOTE] Would be OP. Assassins can use the tools already at their asset for kills. You can make a variety of traps in minecraft, or they could always set an ambush. But a one shot kill that they don't even have to be near you to do is just not fun.
[QUOTE=Glent;28360597]Would be OP. [/QUOTE] And annoying as hell. As far as the designs go, I would suggest: Green: Brick and Cobblestone Blue: Logs and Planks Red: Smooth Stone and Obsidian
Those Skins are pretty awesome.
The blue soldier is based on Sub-Zero, right? :v: [media]http://img837.imageshack.us/img837/6691/classicsubzero.png[/media]
[QUOTE=Glent;28360597]Would be OP. Assassins can use the tools already at their asset for kills. You can make a variety of traps in minecraft, or they could always set an ambush. But a one shot kill that they don't even have to be near you to do is just not fun.[/QUOTE] Play on a pvp server and then decide if making traps for individual players is practical. But you are right, I guess a diamond sword will be good enough.
One of the nations should be in charge of making some sort of currency, perhaps in the form of gold ingots, that could be used to pay for resources, weapons and stuff
I think TNT arrows would be nice, blue could have ice arrows, and green could have mob spawn arrows. Like shooting spiders into the enemy walls. In fact, each nation could have a patron mob, which they could spawn by firing special arrows. What do you think?
It would be cool if the players in the factions had certains skills, like Red can mine faster, or blue chop faster or whatever. So that factions have their advantages and disadvantages in not only landscape and materials but also in the players.
[QUOTE=johan svensk;28362503]It would be cool if the players in the factions had certains skills, like Red can mine faster, or blue chop faster or whatever. So that factions have their advantages and disadvantages in not only landscape and materials but also in the players.[/QUOTE] Too hard to balance. Considering mining would be the most advantageous.
[QUOTE=johan svensk;28362503]It would be cool if the players in the factions had certains skills, like Red can mine faster, or blue chop faster or whatever. So that factions have their advantages and disadvantages in not only landscape and materials but also in the players.[/QUOTE] Can't change mining speed, it's set in stone in the server.
[QUOTE=Profanwolf;28362786]Can't change mining speed, it's set in stone in the server.[/QUOTE] Technically it's possible, the player is constantly sending packets that says they're breaking the block. You just have to break the block manually on a bukkit block_break event.
Hey guys, can I play?
Couple o' questions: -When Nationcraft launches, are we going to have to build the entire cities/towns/villages/hamlets (hamlets are places that are smaller than villages, say a few houses and maybe a shop or something. A village contains a load of houses, a few shops and shit like that) or will one area be pre-made? -How do we determine when someone is being unfair for everyone? e.g. going to the Blue nation straight away to steal a sapling (to be honest, that's all Green needs, so they can be damn valuable in any nation)
I think the currency should be gold coins. One gold ingot is 16 or 8 gold coins. This makes it slightly easier to make money.
[QUOTE=Dav0r;28363120]Hey guys, can I play?[/QUOTE] Why would a frog be dancing under radiant bacon? That's silly. [QUOTE=UnknownDude;28363521]I think the currency should be gold coins. One gold ingot is 16 or 8 gold coins. This makes it slightly easier to make money.[/QUOTE] In the gun mod thread, there's a mod for gold ingot to coins.
Gold is too rare to be stable currency
[QUOTE=afromana;28358200][img_thumb]http://www.nationcraft.co.uk/media/skins/2011-02-28_17.18.15.png[/img_thumb] Green should have Pig-rider squads.[/QUOTE] Too bad they would never get anywhere.
[QUOTE=rampageturke 2;28363634]Gold is too rare to be stable currency[/QUOTE] Do we even need a currency? Trading in general is enough and coins would be an annoying middleman.
[QUOTE=FPSMango;28363645]Too bad they would never get anywhere.[/QUOTE] There is a plugin I'm checking in on, but Its kinda bugged. Not a confirmed plugin on the server, but sure would be fun.
[QUOTE=ChrisDom;28363671]Do we even need a currency? Trading in general is enough and coins would be an annoying middleman.[/QUOTE] I agree, the trading system should be free trade, there are no set values for blocks, it's what the player decides.
[QUOTE=afromana;28363679]There is a plugin I'm checking in on, but Its kinda bugged. Not a confirmed plugin on the server, but sure would be fun.[/QUOTE] There's a mod for fully controllable pigs.
If diplomatic resolutions between factions ever happen, they should definetly happen here: [media]http://uppix.net/4/5/f/48af77d89cb585781cec786a0517d.png;[url]http://uppix.net/9/e/1/cb3c83b7ebc4827c9678e7585f255.png;http://uppix.net/c/b/9/c0663e48613724f1fb2cebf05e23c.png; Cant be assed to center the symbol but you get the idea;http://uppix.net/c/4/4/fecb15df815e40bd4d332fe7c2517.png;http://uppix.net/9/8/c/7d4aadc019d0a8fd477982192d55f.png[/url][/media] Just a concept, of course.
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[QUOTE=Black-Ice;28363480]Couple o' questions: -When Nationcraft launches, are we going to have to build the entire cities/towns/villages/hamlets (hamlets are places that are smaller than villages, say a few houses and maybe a shop or something. A village contains a load of houses, a few shops and shit like that) or will one area be pre-made? -How do we determine when someone is being unfair for everyone?[B] e.g. going to the Blue nation straight away to steal a sapling (to be honest, that's all Green needs, so they can be damn valuable in any nation)[/B][/QUOTE] It takes longer then it appears to get from one nation to another, especially considering it would be a 4-6 day trek both ways. Not to mention how the staff will have been playing the map for quite a while before the server actually "opens." Meaning each nation will be fairly established (in both development and defense) against anyone that would want to do that.
Will there be any taverns as neutral areas?
[QUOTE=Kaelazun;28363973]Will there be any taverns as neutral areas?[/QUOTE] Taverns in the real world are hardly neutral areas, so probably not. I'm sure there'll be players who see the profit in running a waystation stocked with food and accepting any nationality (gold knows no allegiance, after all), so those'll probably be as neutral as you can get.
I just had an epic vision of Red etablishing a fortress in Green territory and stripping the land of not only the trees, but fucking it up until only the bare rock is left, leaving a gaping wound in the lush green lands in the fort's close vicinity.
[QUOTE=Black-Ice;28363480]Couple o' questions: -When Nationcraft launches, are we going to have to build the entire cities/towns/villages/hamlets (hamlets are places that are smaller than villages, say a few houses and maybe a shop or something. A village contains a load of houses, a few shops and shit like that) or will one area be pre-made? -How do we determine when someone is being unfair for everyone? e.g. going to the Blue nation straight away to steal a sapling (to be honest, that's all Green needs, so they can be damn valuable in any nation)[/QUOTE] Unless it has changed since when I last asked this, the first question was answered by Hezzy with something along these lines: "You will be able to build your own houses away from towns, without needing approval. Say 3 houses is fine, but 5 would need a town hall and approval as a town within your nation."
I came up with a idea for a blacksmith/forge place for the Blue nation: [IMG]http://i646.photobucket.com/albums/uu189/Taintedmage/Untitled-1.png[/IMG] A simple view from the front of the building. [IMG]http://i646.photobucket.com/albums/uu189/Taintedmage/Untitled1.png[/IMG] An inside view of the building, as you can see this is not much of a forge at this time. This is because I was thinking that a forge will be a very important building for the Blue nation to look after due to the fact that iron is going to be rare so I came up with the idea that they should use a library at a cover for the forge. [IMG]http://i646.photobucket.com/albums/uu189/Taintedmage/Untitled2-1.png[/IMG] A view of the ladder that will lead to the forge area. [IMG]http://i646.photobucket.com/albums/uu189/Taintedmage/Untitled3-1.png[/IMG] A view of the forges, mind that i don't think that the Blue nation will need many forges so this building can be quite small and conpact and hidden in the corner of a castle. [IMG]http://i646.photobucket.com/albums/uu189/Taintedmage/Untitled4-1.png[/IMG] Because I love the idea that I used in my Blue nation walls about archer defence to allow the archer to move to diffrent hights or take cover with ease I have used a small version of it here. [IMG]http://i646.photobucket.com/albums/uu189/Taintedmage/Untitled5-1.png[/IMG] And because Blue are like that if a large group of attackers are coming towards the building there is a hole hidden with in the books bellow which could lead out of the city walls.
Doing these concept ideas would be so much easier if we had creative mode updated to Beta. But it is still pretty easy to just do it in SMP if you have access to /give and cuboid. I might try some stuff later.
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