Manhunt,
I have always loved games that involve manhunt; it's a timeless game that stresses the capabilities of both predator and prey to the fullest. In minecraft you can get an almost perfect simulation of a manhunt game. My idea was for both single and multiplayer.
Singleplayer- -prey after the player chose to be the prey, he would spawn and he would have until the next day to get do whatever he wants, on the next day a Hunter NPC would spawn, this NPC would search the world for the player and, as the name implies, would kill the player, if the NPC succeeds then the world is deleted, simmalar to hardcore. if the player dies in any other way then the player respawns. Aside from killing the player the NPC would act as a virtual player, one that would build and collect resources.
-hunter If the player chose to be the hunter he would spawn with a compass pointing to the prey. The prey would act in a similar manner to Herobrine, digging tunnels and building small structures along with Redstone traps and torches, when killed this would allow the player to teleport straight to, �The End�. killing this prey would also drop 20 diamonds 20 endstone and 50 obsidian.
Multiplayer- -hunted the first player to log onto the server would become the hunted, or the op could set a player to be hunted, or hunter. It would also be possible to set multiple players as a hunted. The hunted would drop
10 diamonds
10 obsidian
10 endstone
anything he is holding.
When the hunted logs off he is still vulnerable though compasses no longer point to his spot of logging off. His body stays where he logged off. This body would be invulnerable to any monsters but is vulnerable to any player.
Other than his drops, he acts like all other players.
If something other than a player (mobs, lava, falling, ect) kills the hunted, then he drops nothing (except inventory) and respawns randomly in the world, or at his bed. To prevent the hunted from killing himself to avoid giving another player the chance to kill him the server would log whenever another player hit the hunted. if the hunted was hit by a player in the last 30 seconds it will count as if the player killed the hunted.
-hunter the hunter is just a normal player that spawns with a compass that points towards the hunted. They are also able to cause the world to generate past the first 500 blocks. In other words the hunted can�t explore but must only go where a hunter has gone before.
All players other than the hunted are hunters
One thing I can�t resolve is what to do when the hunted dies. I know that the hunted would become a normal player but I don�t know who would become the new hunted.
I was thinking
1) The player that kills the hunted becomes the hunted.
2) The hunted is chosen randomly
3) The next player that logs on is the hunter
This is strictly hypothetical I know of no mods that do this.
I have always loved games that involve manhunt; it's a timeless game that stresses the capabilities of both predator and prey to the fullest. In minecraft you can get an almost perfect simulation of a manhunt game. My idea was for both single and multiplayer.
Singleplayer-
-prey after the player chose to be the prey, he would spawn and he would have until the next day to get do whatever he wants, on the next day a Hunter NPC would spawn, this NPC would search the world for the player and, as the name implies, would kill the player, if the NPC succeeds then the world is deleted, simmalar to hardcore. if the player dies in any other way then the player respawns. Aside from killing the player the NPC would act as a virtual player, one that would build and collect resources.
-hunter If the player chose to be the hunter he would spawn with a compass pointing to the prey. The prey would act in a similar manner to Herobrine, digging tunnels and building small structures along with Redstone traps and torches, when killed this would allow the player to teleport straight to, �The End�. killing this prey would also drop 20 diamonds 20 endstone and 50 obsidian.
Multiplayer-
-hunted the first player to log onto the server would become the hunted, or the op could set a player to be hunted, or hunter. It would also be possible to set multiple players as a hunted. The hunted would drop
10 diamonds
10 obsidian
10 endstone
anything he is holding.
When the hunted logs off he is still vulnerable though compasses no longer point to his spot of logging off. His body stays where he logged off. This body would be invulnerable to any monsters but is vulnerable to any player.
Other than his drops, he acts like all other players.
If something other than a player (mobs, lava, falling, ect) kills the hunted, then he drops nothing (except inventory) and respawns randomly in the world, or at his bed. To prevent the hunted from killing himself to avoid giving another player the chance to kill him the server would log whenever another player hit the hunted. if the hunted was hit by a player in the last 30 seconds it will count as if the player killed the hunted.
-hunter the hunter is just a normal player that spawns with a compass that points towards the hunted. They are also able to cause the world to generate past the first 500 blocks. In other words the hunted can�t explore but must only go where a hunter has gone before.
All players other than the hunted are hunters
One thing I can�t resolve is what to do when the hunted dies. I know that the hunted would become a normal player but I don�t know who would become the new hunted.
I was thinking
1) The player that kills the hunted becomes the hunted.
2) The hunted is chosen randomly
3) The next player that logs on is the hunter
This is strictly hypothetical I know of no mods that do this.
anyone else see herobine on xbox minecraft?,
yea, to get this to be fun in multiplayer would be the real trick. a lot of balancing. and finding out how to prevent players from abusing the rules.
anyone else see herobine on xbox minecraft?,
anyone else see herobine on xbox minecraft?,