So, as the name implies, a game mode, centered around travel.
Now my thoughts were this, it would be a team based survival scenario, the point is to reach an end point, like a sanctuary or even just a set of coordinates. Either a compass which continually points to this location, or a continual path of sand or something could be used to navigate.
The daytime would be spent travelling, gathering materials, mining etc., but at night, hostile mobs, instead of wandering around aimlessly, seek out and attack you team's settlement. This would include chasing you down mineshafts, so you really, really need to congregate to defend yourselves at night. During the first few nights there are relatively few mobs but as time goes on their numbers increase. The longer you take to reach your destination, the more likely you are to be overwhelmed before you can reach the end.
This would make for some interesting and, in my opinion, awesome gameplay, because you would need to make the decision on whether to pack up camp each morning and keep moving, or settle for a few days to mine deeper in the hopes of forging better equipment. There is room to develop strategies amongst teams as far as how best to defend themselves and people might be required to take roles such as base repair or dedicated distraction.This would also make it really easy to implement a score system, as you could have (a constant number)x(# nights survived)x(kilometers travelled from start) or something of the like. If someone felt like it, this would be a perfect opportunity for an arcade mode type game that goes on infinitely until you die. COMPETE FOR HIGHSCORES :biggrin.gif:
Of course this would require modifications to the mobs' behaviours, and maybe giving them some extra abilities so you can't just make a huge pillar of dirt and chill in relative safety for the duration of the night. My thoughts so far are:
a) :Zombie:s in large clusters can use other mobs as platforms to boost themselves, so an overwhelming number of zombies could clamor over your walls if left alone.
:cool.gif: :SSSS:s are more rare in this mode but due to circumstances are much more dangerous, and explode when killed, so keeping them at a distance or killing them with fire would be needed to prevent wall breaches.
c) if not a), give :Zombie:s the ability to place dirt blocks, or leave a dirt block behind when they die, though this would be really hard to counter, it would definitely test your ability to survive
d) Give :Skeleton:s arrows that can neutralize fluid source blocks. This would prevent people from camping behind lava or keeping mobs away completely using water. Maybe have them turn to stone or something a set time after being hit with the arrow so lava and water can still be used as defenses, just not indefinitely.
e) s would be fine as they are. Hell, they can already climb walls. Just give them the same bloodthirsty AI and maybe some reduced health and you're ready to (t)roll.
Mobs spawning inside bases shouldn't be a problem in the first place, as mobs will not spawn within a 16 block radius of player either way, so having a few people in a camp should keep the mobs coming from outside.
Case in point: I think this idea works really well with the minecraft aesthetic and adds a strategic twist to the building/mining aspect of it. It could be a really fun team game, and I don't think it would require too much serious modding to get it to work.
that sounds epic like a multiplayer server XD running the game mode eeepic if i had 5 people with me id make some basic shelters for everyone and a scouting tower where 1 of my men would be assigned
I think that (as the only one who thinks that this needs some changes) as more "turns" pass, the mobs get more powers and abilities to make then tougher. In addition to new mobs appearing after certain turns, like this:
Turn 1: Just zombies.
Turn 2: Spiders are added, but they can't climb walls, but zombies can climb on top of them.
Turn 3: Spiders can climb walls.
Turn 4: Spiders leave spiderwebs that act as temporary ladders (they can be climbed 5 times before breaking), this would mean that when a spider climbed your walls, then zombies could climb up said walls.
Turn 5: Skeletons are added.
Turn 6: Zombies leave a "Zombie Block" When killed, it's just a block like this: Other Zombies and Spiders can walk on this, but it disappears when night's over (it catches on fire).
Turn 7: Creepers are added, but explode like normal.
Turn 8: Mobs will chase you until you can break their Line of Sight, which means that you would have to run around a big tree for them to stop chasing you.
Turn 9: Creepers will explode when they encounter a closed door.
Turn 10: BOSS ROUND: 5 Trolls appear from caves, Trolls would have 20 hearts and would wear leather armor, but it will burn off if the Troll catches on fire and are 2 blocks wide, 5 tall and 1 long. It also uses either a Bone or Wooden club, which do the same thing and have a range of 2 blocks, would also break dirt, glass, and ice with one hit. Wood takes 2 hits, and all rocks take 10 hits to break. They would also be so heave that glass or ice floors break under them. When they die they drop either a Wooden or Bone club, which would be a 1hit kill but slow the player down to 50% speed while using it. It could also be crafted into 16 sticks/bones, depending on which club you got.
Turn 11: Zombies and Skeletons start to wear leather armor, increasing their health.
Turn 12: Creepers explode when killed near a player.
Turn 13: Spider Jockies start to appear.
Turn 14: Tunnelers start to appear, they would be big worms, about 3x6x3 blocks big, and they would tunnel underground. Completly defencless, but they would leave tunnels that mobs can walk through, can't be killed and also serve as a transport, dropping off 5 zombies when it's tunnel finishes. Can't tunnel through metal blocks or obsidion.
Turn 15: MINI BOSS ROUND: 3 Trolls appear, along with 5 Tunnel Worms, a Giant Zombie comes, but is VERY SLOW, taking 5 seconds to walk 1 block. It would have 50 hearts and does 5 damage per hit, but has a 50% chance of picking up and throwing the player 10 blocks high and 20 blocks away, usually into a crowd of mobs. After this turn, there's a 50% chance of 1 Troll appearing every turn, and Trolls have a 50% chance to throw the player, but only 3 blocks high and 10 blocks away.
These are my ideas for the game getting tougher rather than just mob numbers increasing. Every 10 turns would be a boss round, with trolls and/or a giant zombie, and every 5 turns would be a mini boss round with trolls and a weak giant (have half the health and twice the speed of a normal Giant Zombie, also are twice the size), in addition to "Special Rounds", with just one mob, but LOTS of them, like 100 zombies in one night, 75 spiders, 50 Creepers, or 25 Skeles. Or you might get "lucky" and just get 5-10 tunnel worms, "lucky" in how you would have 7-15 tunnels to fill after that.
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I I am the darkest shadow, the brightest light, the most dangerous advesary and the best ally. Choose your words wisely, for they may be your last.
I can dig the tunnelers idea (ba dum-pish), minus the metal blocks/obsidian part, because metal blocks require a lot of materials to make, and unless you spend several days strip mining your area you probably won't have enough to coat your floor. Also obsidian is infuriating to collect because it takes so damn long to break, and putting it down just to recollect it in the morning would probably give me an aneurism. While they would make for a surprise delivery system, creepers may already serve as the gate crashers of the mob army, depending on how their explosions are used.
Monsters stopping chasing you when you escape their line of sight: This would make hiding from mobs an option. I wouldn't want hiding from mobs to be an option because I'd probably spend the night huddled in a secret little corner feeling like anne frank.
Adding mobs would be a nice touch, but that could make this game mode a complicated creation. I'm trying to use the existing mobs in a slightly tweaked way to make this a simple thing to create (in my dreams) Also things such as zombies climbing over each other would make it so that an increased number of zombies actually starts to become it's own unique threat.
Spiderwebs: Temporary pathways up walls, I LIKE. They'd be like those ladders people leaned against walls in order to board them during medieval ages. Should be able ot burn them so you can prevent their use.
The final wave should be completely unaffected by sunlight.
I think it should happen a set time after you arrive, day or night.
And if the sanctuary entrance will have huge walls etc. make the final wave FILLED with flying tnt blocks and destruction of structures. (creeper in a minecart in a redstone cannon?xD)
Perhaps after you fight off the last wave, you will have to destroy the base. (Do this by activating a delayed set of TNT with a large explosion) and then dramatically escape seconds before it explodes?
There'd have to be some sort of restriction on building me thinks, or else you could just make one big impenetrable box, or dig yourself 4 spaces into a hill and then seal it off with a 4-thick wall. I like it though, I think more game-modes like this should be implemented.
Perhaps when you get to the final end spot of your pilgrimage, there could be an epic boss fight?
Yes! At the end, find sanctuary, occupy it's battlements to fight THE FINAL WAVE.
And when you beat the final wave, it becomes creative mode, forever day, confetti falling down, your character's animation becomes the old skipping one, and the song "Walking on sunshine" plays forever in the background.
There'd have to be some sort of restriction on building me thinks, or else you could just make one big impenetrable box, or dig yourself 4 spaces into a hill and then seal it off with a 4-thick wall. I like it though, I think more game-modes like this should be implemented.
Impenetrable box: would probably be pretty hard to make methinks, actually I don't know how you would go about making an impenetrable box at all unless you built it out of obsidian. If you want to build a box containing 5 or so people out of entirely obsidian then all the power to you I guess.
Hill: kind of same scenario, unless you block with obsidian you'd have it torn down pretty fast
Fix(?): after creepers lock you in as their target (would be able to see you through walls etc so you can't hide), their explosion is timed, and they have enough time between target lock and explosion to make it to your location, so if you just block off a cave and don't keep the creepers at a distance you'll have them jihad your walls until they break, after which point you'd actually be kind of screwed because you have no walls and a big opening. This would also mean that if you built your walls out of obsidian, the creepers would blow holes in the ground which would eventually be big enough for them to go under your walls anyways.
Of course if this sort of thing were to ever actually happen there would be a lot of changes involved.
The only way I can see pilgrimage working as a game idea if you have a huge sheet of lava in one direction that completely engulfs on side of the world,(all the way down to bedrock, filling in any air pockets in the ground) and every day it advances forward by a bit and you have to constantly move camp and head in one direction to keep from being overtaken by the lava. Of course, you can still use buckets and sand to get rid of the lava, but when lava moves to fill in, it will always fill in at least halfway from where the the furthest point that isn't already filled in with lava to where the front line is, so it's always going to end up as a losing battle of attrition.
Now my thoughts were this, it would be a team based survival scenario, the point is to reach an end point, like a sanctuary or even just a set of coordinates. Either a compass which continually points to this location, or a continual path of sand or something could be used to navigate.
The daytime would be spent travelling, gathering materials, mining etc., but at night, hostile mobs, instead of wandering around aimlessly, seek out and attack you team's settlement. This would include chasing you down mineshafts, so you really, really need to congregate to defend yourselves at night. During the first few nights there are relatively few mobs but as time goes on their numbers increase. The longer you take to reach your destination, the more likely you are to be overwhelmed before you can reach the end.
This would make for some interesting and, in my opinion, awesome gameplay, because you would need to make the decision on whether to pack up camp each morning and keep moving, or settle for a few days to mine deeper in the hopes of forging better equipment. There is room to develop strategies amongst teams as far as how best to defend themselves and people might be required to take roles such as base repair or dedicated distraction.This would also make it really easy to implement a score system, as you could have (a constant number)x(# nights survived)x(kilometers travelled from start) or something of the like. If someone felt like it, this would be a perfect opportunity for an arcade mode type game that goes on infinitely until you die. COMPETE FOR HIGHSCORES :biggrin.gif:
Of course this would require modifications to the mobs' behaviours, and maybe giving them some extra abilities so you can't just make a huge pillar of dirt and chill in relative safety for the duration of the night. My thoughts so far are:
a) :Zombie:s in large clusters can use other mobs as platforms to boost themselves, so an overwhelming number of zombies could clamor over your walls if left alone.
:cool.gif: :SSSS:s are more rare in this mode but due to circumstances are much more dangerous, and explode when killed, so keeping them at a distance or killing them with fire would be needed to prevent wall breaches.
c) if not a), give :Zombie:s the ability to place dirt blocks, or leave a dirt block behind when they die, though this would be really hard to counter, it would definitely test your ability to survive
d) Give :Skeleton:s arrows that can neutralize fluid source blocks. This would prevent people from camping behind lava or keeping mobs away completely using water. Maybe have them turn to stone or something a set time after being hit with the arrow so lava and water can still be used as defenses, just not indefinitely.
e) s would be fine as they are. Hell, they can already climb walls. Just give them the same bloodthirsty AI and maybe some reduced health and you're ready to (t)roll.
Mobs spawning inside bases shouldn't be a problem in the first place, as mobs will not spawn within a 16 block radius of player either way, so having a few people in a camp should keep the mobs coming from outside.
Case in point: I think this idea works really well with the minecraft aesthetic and adds a strategic twist to the building/mining aspect of it. It could be a really fun team game, and I don't think it would require too much serious modding to get it to work.
THINE THOUGHTS, I HUNGER FOR THEM
http://pseudosentience.deviantart.com/
If it aint worth fixing dont fix it.
Turn 1: Just zombies.
Turn 2: Spiders are added, but they can't climb walls, but zombies can climb on top of them.
Turn 3: Spiders can climb walls.
Turn 4: Spiders leave spiderwebs that act as temporary ladders (they can be climbed 5 times before breaking), this would mean that when a spider climbed your walls, then zombies could climb up said walls.
Turn 5: Skeletons are added.
Turn 6: Zombies leave a "Zombie Block" When killed, it's just a block like this: Other Zombies and Spiders can walk on this, but it disappears when night's over (it catches on fire).
Turn 7: Creepers are added, but explode like normal.
Turn 8: Mobs will chase you until you can break their Line of Sight, which means that you would have to run around a big tree for them to stop chasing you.
Turn 9: Creepers will explode when they encounter a closed door.
Turn 10: BOSS ROUND: 5 Trolls appear from caves, Trolls would have 20 hearts and would wear leather armor, but it will burn off if the Troll catches on fire and are 2 blocks wide, 5 tall and 1 long. It also uses either a Bone or Wooden club, which do the same thing and have a range of 2 blocks, would also break dirt, glass, and ice with one hit. Wood takes 2 hits, and all rocks take 10 hits to break. They would also be so heave that glass or ice floors break under them. When they die they drop either a Wooden or Bone club, which would be a 1hit kill but slow the player down to 50% speed while using it. It could also be crafted into 16 sticks/bones, depending on which club you got.
Turn 11: Zombies and Skeletons start to wear leather armor, increasing their health.
Turn 12: Creepers explode when killed near a player.
Turn 13: Spider Jockies start to appear.
Turn 14: Tunnelers start to appear, they would be big worms, about 3x6x3 blocks big, and they would tunnel underground. Completly defencless, but they would leave tunnels that mobs can walk through, can't be killed and also serve as a transport, dropping off 5 zombies when it's tunnel finishes. Can't tunnel through metal blocks or obsidion.
Turn 15: MINI BOSS ROUND: 3 Trolls appear, along with 5 Tunnel Worms, a Giant Zombie comes, but is VERY SLOW, taking 5 seconds to walk 1 block. It would have 50 hearts and does 5 damage per hit, but has a 50% chance of picking up and throwing the player 10 blocks high and 20 blocks away, usually into a crowd of mobs. After this turn, there's a 50% chance of 1 Troll appearing every turn, and Trolls have a 50% chance to throw the player, but only 3 blocks high and 10 blocks away.
These are my ideas for the game getting tougher rather than just mob numbers increasing. Every 10 turns would be a boss round, with trolls and/or a giant zombie, and every 5 turns would be a mini boss round with trolls and a weak giant (have half the health and twice the speed of a normal Giant Zombie, also are twice the size), in addition to "Special Rounds", with just one mob, but LOTS of them, like 100 zombies in one night, 75 spiders, 50 Creepers, or 25 Skeles. Or you might get "lucky" and just get 5-10 tunnel worms, "lucky" in how you would have 7-15 tunnels to fill after that.
Monsters stopping chasing you when you escape their line of sight: This would make hiding from mobs an option. I wouldn't want hiding from mobs to be an option because I'd probably spend the night huddled in a secret little corner feeling like anne frank.
Adding mobs would be a nice touch, but that could make this game mode a complicated creation. I'm trying to use the existing mobs in a slightly tweaked way to make this a simple thing to create (in my dreams) Also things such as zombies climbing over each other would make it so that an increased number of zombies actually starts to become it's own unique threat.
Spiderwebs: Temporary pathways up walls, I LIKE. They'd be like those ladders people leaned against walls in order to board them during medieval ages. Should be able ot burn them so you can prevent their use.
http://pseudosentience.deviantart.com/
Perhaps when you get to the final end spot of your pilgrimage, there could be an epic boss fight?
Yes! At the end, find sanctuary, occupy it's battlements to fight THE FINAL WAVE.
http://pseudosentience.deviantart.com/
The final wave should be completely unaffected by sunlight.
I think it should happen a set time after you arrive, day or night.
And if the sanctuary entrance will have huge walls etc. make the final wave FILLED with flying tnt blocks and destruction of structures. (creeper in a minecart in a redstone cannon?xD)
http://pseudosentience.deviantart.com/
Then it says in big red letters, YOU JUST LOST THE GAME.
>.>
<.<
>.<
FINALE
LEFT 4 MINECRAFT
GET ACROSS THE ****ING BRIDGE, BE 5 FEET FROM THE CHOPPER. HAVE A MOTHER****ING CHARGER SLAM YOU OFF.
GAME
OVER
BITCHES
I think that that would be badass.
And when you beat the final wave, it becomes creative mode, forever day, confetti falling down, your character's animation becomes the old skipping one, and the song "Walking on sunshine" plays forever in the background.
:tongue.gif:
Impenetrable box: would probably be pretty hard to make methinks, actually I don't know how you would go about making an impenetrable box at all unless you built it out of obsidian. If you want to build a box containing 5 or so people out of entirely obsidian then all the power to you I guess.
Hill: kind of same scenario, unless you block with obsidian you'd have it torn down pretty fast
Fix(?): after creepers lock you in as their target (would be able to see you through walls etc so you can't hide), their explosion is timed, and they have enough time between target lock and explosion to make it to your location, so if you just block off a cave and don't keep the creepers at a distance you'll have them jihad your walls until they break, after which point you'd actually be kind of screwed because you have no walls and a big opening. This would also mean that if you built your walls out of obsidian, the creepers would blow holes in the ground which would eventually be big enough for them to go under your walls anyways.
Of course if this sort of thing were to ever actually happen there would be a lot of changes involved.
http://pseudosentience.deviantart.com/
*SSSSSSSSsss*
....SHI- *boom*
Game Over
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