I'd like to see a new gameplay mode added to new releases, namely a competitive mode, which could be termed "siege mode," "conquest mode," or simply be options in playing survival.
This mode would include the following features:
Town Center and Market
[*:3m4cvqgs]The town center would simply be a neutral ground at the center of a newly-generated map, designated by something as simple as a 10x10 flat area of stone blocks.
[*:3m4cvqgs]Players would spawn at the town center.
[*:3m4cvqgs]A building would exist in the town center area and act as a Market for buying and selling land plots and/or special items/weapons.
[*:3m4cvqgs]Mined or crafted items could be exchanged at the Market for some sort of currency (e.g., gold coins or gold bars.)
[*:3m4cvqgs]The town center is not affected by players and cannot be mined, altered, or destroyed.
Land ownership
[*:3m4cvqgs]Each player would have to purchase their initial plot of land at the beginning of each game using currency. (alternatively, this could be assigned randomly, eliminating the need for currency or even the market)
[*:3m4cvqgs]Plots of land are of a pre-determined size and enough exist for each player on the given map to have at least one.
[*:3m4cvqgs]A player owns all elevations of their plot of land from bedrock to sky.
[*:3m4cvqgs]Only the player who owns the plot of land can use tools (i.e., shovel, pick, axe, etc.) to interact with the building type blocks (e.g., cobblestone, stone, wood planks, dirt, etc.) on their property. In addition, only the owner can place blocks on their property.
[*:3m4cvqgs]There is no restriction as to who can enter or walk around on a property, regardless of ownership.
[*:3m4cvqgs]Traps on a property do not affect the owner of the property.
[*:3m4cvqgs]Players can all attack each other, regardless of which player owns the property they are on, but no one can attack within the town center limits.
[*:3m4cvqgs]An enemy player can destroy non-building type blocks (plants, animals, trees, etc.) on your property using hand weapons (sword, bow, etc, but not tools.)
[*:3m4cvqgs]An enemy player can destroy any block on your property using siege weapons and TNT.
[*:3m4cvqgs]New elements would be added to gameplay for this mode, such as catapults, cannons, battering rams, or siege towers, etc. (crafted or sold)
[*:3m4cvqgs]Each player would have a marker of some sort (such as a flag or crest) that they must protect to keep their land.
Gameplay
[*:3m4cvqgs]The objective would be conquest, i.e., destroy or conquer all other player's properties.
siege weapons can only be built/placed on territories that you own, can fire at enemy player's territories, but would have range limitations, so that you can fire only on nearby territories, making expanding your position through conquest a critical game strategy.
[*:3m4cvqgs]Siege weapons would be used to destroy a nearby territory or soften up the defenses so that the player can invade and conquer the property.
[*:3m4cvqgs]Conquering an enemy's property is accomplished through a trigger of some sort, such as capturing an enemy flag or destroying their marker.
[*:3m4cvqgs]Conquering an enemy's territory transfers ownership of the property to the victor.
{Optionally, destroying a territory can have a different effect altogether, which when triggered (e.g., destroying the marker and/or a set percentage of the property using siege weapons -vs- the proper capturing of the marker, which would require you to invade the property) would transfer the ownership of the property back to the market where any player with the right amount of currency could purchase it.}
[*:3m4cvqgs]Loot could also be given to the victor as part of the conquest or destruction of property.
[*:3m4cvqgs]Players can surrender and their property would transfer to the market. Also, players who own territory and leave the game would have their territory transferred back to the market.
[*:3m4cvqgs]Economic elements would be balanced, much like in an RTS, where resources must be gathered to produce traps, defenses, health, and weapons.
[*:3m4cvqgs]The ability to interact with (destroy) non-building type blocks on an enemy's territory, such as animals, plants, or trees would enable sabotaging an enemy's resources as a gameplay tactic. (building defensive perimeters around your resources would protect them, but take time and resources away from your offensive actions and possibly the defense of your marker/territory.)
[*:3m4cvqgs]Traps would be an essential defense from invaders or saboteurs, and new traps could be implemented.
I want to acknowledge that I've seen that some of the features above have been brought up, independently, by others in the limited browsing of the forums that I've had a chance to read so far, but I only just bought Minecraft a few weeks ago and I'm brand new to the forums and haven't been able to read through everything.
With that said, I came up with this idea before I joined the forums and through my own gameplay on my own non-modded SMP server, and I haven't yet come across this exact idea in the forums, nor am I aware of what's out there in the modding community, so if this is redundant, I apologize. It certainly wasn't intentional.
This mode would include the following features:
Town Center and Market
[*:3m4cvqgs]The town center would simply be a neutral ground at the center of a newly-generated map, designated by something as simple as a 10x10 flat area of stone blocks.
Land ownership[*:3m4cvqgs]Players would spawn at the town center.
[*:3m4cvqgs]A building would exist in the town center area and act as a Market for buying and selling land plots and/or special items/weapons.
[*:3m4cvqgs]Mined or crafted items could be exchanged at the Market for some sort of currency (e.g., gold coins or gold bars.)
[*:3m4cvqgs]The town center is not affected by players and cannot be mined, altered, or destroyed.
[*:3m4cvqgs]Each player would have to purchase their initial plot of land at the beginning of each game using currency. (alternatively, this could be assigned randomly, eliminating the need for currency or even the market)
Gameplay[*:3m4cvqgs]Plots of land are of a pre-determined size and enough exist for each player on the given map to have at least one.
[*:3m4cvqgs]A player owns all elevations of their plot of land from bedrock to sky.
[*:3m4cvqgs]Only the player who owns the plot of land can use tools (i.e., shovel, pick, axe, etc.) to interact with the building type blocks (e.g., cobblestone, stone, wood planks, dirt, etc.) on their property. In addition, only the owner can place blocks on their property.
[*:3m4cvqgs]There is no restriction as to who can enter or walk around on a property, regardless of ownership.
[*:3m4cvqgs]Traps on a property do not affect the owner of the property.
[*:3m4cvqgs]Players can all attack each other, regardless of which player owns the property they are on, but no one can attack within the town center limits.
[*:3m4cvqgs]An enemy player can destroy non-building type blocks (plants, animals, trees, etc.) on your property using hand weapons (sword, bow, etc, but not tools.)
[*:3m4cvqgs]An enemy player can destroy any block on your property using siege weapons and TNT.
[*:3m4cvqgs]New elements would be added to gameplay for this mode, such as catapults, cannons, battering rams, or siege towers, etc. (crafted or sold)
[*:3m4cvqgs]Each player would have a marker of some sort (such as a flag or crest) that they must protect to keep their land.
[*:3m4cvqgs]The objective would be conquest, i.e., destroy or conquer all other player's properties.
siege weapons can only be built/placed on territories that you own, can fire at enemy player's territories, but would have range limitations, so that you can fire only on nearby territories, making expanding your position through conquest a critical game strategy.
[*:3m4cvqgs]Siege weapons would be used to destroy a nearby territory or soften up the defenses so that the player can invade and conquer the property.
[*:3m4cvqgs]Conquering an enemy's property is accomplished through a trigger of some sort, such as capturing an enemy flag or destroying their marker.
[*:3m4cvqgs]Conquering an enemy's territory transfers ownership of the property to the victor.
{Optionally, destroying a territory can have a different effect altogether, which when triggered (e.g., destroying the marker and/or a set percentage of the property using siege weapons -vs- the proper capturing of the marker, which would require you to invade the property) would transfer the ownership of the property back to the market where any player with the right amount of currency could purchase it.}
[*:3m4cvqgs]Loot could also be given to the victor as part of the conquest or destruction of property.
[*:3m4cvqgs]Players can surrender and their property would transfer to the market. Also, players who own territory and leave the game would have their territory transferred back to the market.
[*:3m4cvqgs]Economic elements would be balanced, much like in an RTS, where resources must be gathered to produce traps, defenses, health, and weapons.
[*:3m4cvqgs]The ability to interact with (destroy) non-building type blocks on an enemy's territory, such as animals, plants, or trees would enable sabotaging an enemy's resources as a gameplay tactic. (building defensive perimeters around your resources would protect them, but take time and resources away from your offensive actions and possibly the defense of your marker/territory.)
[*:3m4cvqgs]Traps would be an essential defense from invaders or saboteurs, and new traps could be implemented.
I want to acknowledge that I've seen that some of the features above have been brought up, independently, by others in the limited browsing of the forums that I've had a chance to read so far, but I only just bought Minecraft a few weeks ago and I'm brand new to the forums and haven't been able to read through everything.
With that said, I came up with this idea before I joined the forums and through my own gameplay on my own non-modded SMP server, and I haven't yet come across this exact idea in the forums, nor am I aware of what's out there in the modding community, so if this is redundant, I apologize. It certainly wasn't intentional.
This sounds fun!
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