First things first, i don't say anything bellow can't be applied at common world, or wasn't applied there before, or even that it will work out better this way. Choosing sea over shore is purely the matter of taste, and preference.
Somewhat 75% of the surface is covered with water, seas to be more precise. The land is divided into medium sized islands: not too big, but not too small. Enough to build up there 1 town + some "untouched" landscape, for eye-pleasing purposes and sense colonization.
Most of the towns are dedicated to certain resources production. I fear planing 1 island per item will be too optimistic from the view of average serv hardware - map will come up too huge. Lets lay Island X have town with tree "farms" and produces logs, stairs, wooden doors, chests ect. Island Y cultivates wheat, cacti, sugar cane, ect. For those items that are finite i came up with idea of mining companies without dedicated towns, but with bureaus across all the world. "Disposable" islands will be placed on the map "here and there now and then" so to say, once such an island is found and mined it gets deleted and replaced with a sea. Even more, the ocean floor might not be below the diamond level, so "independent" excavations are still possible. For mob drops its also possible to find a resolution. Lets say Island A is tweaked to spawns mobs, and has a vast dungeon for that reason.
And here pops in the economy. Forget about earning virtual money via grinding mobs. All that is required is Government, aka Admins. Let me explain the idea: shops are common thing now, but from my experience most ppl rarely tend buy things from others, preferring to gather everything on their own (unless there is no way to do so).
To fuel the economy we need 2 steps: proper earning of money and unavoidable spending of them.
Step 1. let players sell items in admin-shops with finite ( periods of time for "printing new cash"), or infinite amount of founds for the lowest price. Will only work, if "government" buying prices won't lead to easily hoarding money. Vary of prices should bear 3 tiers (same price for all infinite items, twice the price for finite items, and triple for rare finite items).
Step 2. Minecraft is about "destroying **** to create even more ****"(c), so naturally players will desire for materials and space to do this. First could be obtained by a: traveling across the world and gathering all types of resources 1 by 1; b: buying them from players for a higher price than the government. For those who eager for pvp same scheme, coz one needs the gears for such an activity.. Second, the space for construction (protected by default), could be bought from government using the money one earns while trading, or working for the government, and resold from player to player (I personally do not want to limit players with space, but a:grief will always occur if not protected, b:world is finite, so needs a fair distribution between players.
Alternatively barter exchange. In nutshell: trade 2 wood logs for 1 cobblestone with gov. Player - player exchange is their own business.
Economy is a backbone of such concept and islands are its ribs (the fill the role of natural borders between countries). So to say the basis. Above it goes custom activities bounded by imagination of players and restrictions of the world (player shouldn't have assess to everything in 1 place).
Example: 1 person is ok to grind woodlogs for some time to achieve his greater goal, second player gets bored fast with that and wants a "fun approach". Jobs, Questing and Events are the answers. Jobs, could vary much depending on activity of other, the first that comes to mind is working on mining corp and share the profits from realization of goods on global market. The second that comes to mind is a stripper at night club, weird. Questing, i guess, : "do that and that, bring those and this at set time" kinda thing using scripts. Events : something pulled out of the ass. Like "there is a chest on some island, collect tips (like name, starting point and number of blocks one need to travel from that said point). Or " i need party/building/something organized, find ppl and do so." and so on.
Some other points.
*Most of the islands must have protection, should be obvious.
*Seas are dangerous, so there should be control for random unauthorized, which will be deleted.
*Pvp is at night and outside "private property" parts of towns (example, no to "breaking into bakers bedroom and killing him", but yes to "breaking into bakery and murdering night-shift workers there for some cake").
*Towns are fully free for customization, if they save their resource specialization, which is surveyed by government. Decision on building church/mosque/ceepergod-temple/new harbor/bigger residence for some1 should be authorized by mayor, which could be player-only and elected by the majority of settlers (what should be initiated every period of time by the government).
*Traveling across sea is mostly via boats, swimming, and prob using teleports "masked" like a ship, or some other vessel.
*There is a resolution to overpopulation and the feeling of "getting used to" the world. Its a journey to the New World.
*Light role play ofc, and by that i mean a certain role in social relations.
*fractions divided on 3 groups. Navy, civilians, pirates. Civilians and pirates are independent within its group. Navy is acting on interests of the Government.
*I think i didn't made up unexciting functions for regulating the concept that are available from vast specter of current day plugins.
Well that's kinda end of a preview of the idea, i guess i need to work out this on practice to come up with more organization points.
Feel free to add something up that will improve that system. Something else than a dedicated serv and a staff.
Alternatively, for those who sees obvious ******** in limiting ppls freedom with grind/money/above suggestions.
Give me an ideas how to achieve the harmony between:
*lots of deep water
*islands
*anti-grief for everyone's "projects"
*fair landownership
*preserving islands from getting torn for blocks
*no item spawning.
*idk, include fun or not, i think it comes with the right ppl, not system, so up to you.
Coz i'm ashamed to admit that i fail to see a much simpler way out.
P.S. Yeah, i totally ripped off One Piece, i only wish some1 else did that sooner, and successful.
Somewhat 75% of the surface is covered with water, seas to be more precise. The land is divided into medium sized islands: not too big, but not too small. Enough to build up there 1 town + some "untouched" landscape, for eye-pleasing purposes and sense colonization.
Most of the towns are dedicated to certain resources production. I fear planing 1 island per item will be too optimistic from the view of average serv hardware - map will come up too huge. Lets lay Island X have town with tree "farms" and produces logs, stairs, wooden doors, chests ect. Island Y cultivates wheat, cacti, sugar cane, ect. For those items that are finite i came up with idea of mining companies without dedicated towns, but with bureaus across all the world. "Disposable" islands will be placed on the map "here and there now and then" so to say, once such an island is found and mined it gets deleted and replaced with a sea. Even more, the ocean floor might not be below the diamond level, so "independent" excavations are still possible. For mob drops its also possible to find a resolution. Lets say Island A is tweaked to spawns mobs, and has a vast dungeon for that reason.
And here pops in the economy. Forget about earning virtual money via grinding mobs. All that is required is Government, aka Admins. Let me explain the idea: shops are common thing now, but from my experience most ppl rarely tend buy things from others, preferring to gather everything on their own (unless there is no way to do so).
To fuel the economy we need 2 steps: proper earning of money and unavoidable spending of them.
Step 1. let players sell items in admin-shops with finite ( periods of time for "printing new cash"), or infinite amount of founds for the lowest price. Will only work, if "government" buying prices won't lead to easily hoarding money. Vary of prices should bear 3 tiers (same price for all infinite items, twice the price for finite items, and triple for rare finite items).
Step 2. Minecraft is about "destroying **** to create even more ****"(c), so naturally players will desire for materials and space to do this. First could be obtained by a: traveling across the world and gathering all types of resources 1 by 1; b: buying them from players for a higher price than the government. For those who eager for pvp same scheme, coz one needs the gears for such an activity.. Second, the space for construction (protected by default), could be bought from government using the money one earns while trading, or working for the government, and resold from player to player (I personally do not want to limit players with space, but a:grief will always occur if not protected, b:world is finite, so needs a fair distribution between players.
Alternatively barter exchange. In nutshell: trade 2 wood logs for 1 cobblestone with gov. Player - player exchange is their own business.
Economy is a backbone of such concept and islands are its ribs (the fill the role of natural borders between countries). So to say the basis. Above it goes custom activities bounded by imagination of players and restrictions of the world (player shouldn't have assess to everything in 1 place).
Example: 1 person is ok to grind woodlogs for some time to achieve his greater goal, second player gets bored fast with that and wants a "fun approach". Jobs, Questing and Events are the answers. Jobs, could vary much depending on activity of other, the first that comes to mind is working on mining corp and share the profits from realization of goods on global market. The second that comes to mind is a stripper at night club, weird. Questing, i guess, : "do that and that, bring those and this at set time" kinda thing using scripts. Events : something pulled out of the ass. Like "there is a chest on some island, collect tips (like name, starting point and number of blocks one need to travel from that said point). Or " i need party/building/something organized, find ppl and do so." and so on.
Some other points.
*Most of the islands must have protection, should be obvious.
*Seas are dangerous, so there should be control for random unauthorized, which will be deleted.
*Pvp is at night and outside "private property" parts of towns (example, no to "breaking into bakers bedroom and killing him", but yes to "breaking into bakery and murdering night-shift workers there for some cake").
*Towns are fully free for customization, if they save their resource specialization, which is surveyed by government. Decision on building church/mosque/ceepergod-temple/new harbor/bigger residence for some1 should be authorized by mayor, which could be player-only and elected by the majority of settlers (what should be initiated every period of time by the government).
*Traveling across sea is mostly via boats, swimming, and prob using teleports "masked" like a ship, or some other vessel.
*There is a resolution to overpopulation and the feeling of "getting used to" the world. Its a journey to the New World.
*Light role play ofc, and by that i mean a certain role in social relations.
*fractions divided on 3 groups. Navy, civilians, pirates. Civilians and pirates are independent within its group. Navy is acting on interests of the Government.
*I think i didn't made up unexciting functions for regulating the concept that are available from vast specter of current day plugins.
Well that's kinda end of a preview of the idea, i guess i need to work out this on practice to come up with more organization points.
Feel free to add something up that will improve that system. Something else than a dedicated serv and a staff.
Alternatively, for those who sees obvious ******** in limiting ppls freedom with grind/money/above suggestions.
Give me an ideas how to achieve the harmony between:
*lots of deep water
*islands
*anti-grief for everyone's "projects"
*fair landownership
*preserving islands from getting torn for blocks
*no item spawning.
*idk, include fun or not, i think it comes with the right ppl, not system, so up to you.
Coz i'm ashamed to admit that i fail to see a much simpler way out.
P.S. Yeah, i totally ripped off One Piece, i only wish some1 else did that sooner, and successful.
Why i'm even trying?