If every clan has their own server, then one of the staples of multiplayer games, clan wars, may be difficult to achieve. So everyone has their clan's awesome fortress. Everyone's set up shops and armed their houses, gotten jobs and high ranks. Doesn't that all mean nothing when they're forced to play on an entirely foreign server to wage war on some other clan. So what is it? A bunch of guys stuck on an island racing to make traps and weapons as fast as they can? A solution for this may be to have the ability to transport players with their inventories from server to server however that eliminates the tension and excitement of castle sieges where you fight to protect everything you've built. So the only "fun" solution I see is to have "Umbrella Servers" that multiple clans play on. Of course there are many disadvantages to this as well. Server side scripting must be done to manage spawn locations. Due to the scale that I predict these endeavors will be on I, seriously doubt that admins running around will be nearly enough t5o stop griefing and rulebreaking. So scripting must be placed to ensure areas in which specific players are allowed to build. Battles must be limited to certain times because no one likes to log on to find a huge chunk of their wall missing from someone who managed to break through with some TNT. Another disadvantage to this "Umbrella" structure is that the clans that take part must be set from the beginning of the server or else people will be at serious disadvantages. If you have ideas that could make the "Umbrella Structure" possible, please tell me.
But There's Another Option
This is probably the most complex of all and the most difficult to implement, but...
Server Bridging
If someone was able to develop a network between servers with an algorithm for taking a full city and moving it seamlessly into a separate server/newly generated world then all these problems would be solved (though I'm sure there would be plenty more). If Rival clans decided on a time to bridge then everybody could be ready to battle. Then of course this eliminates chances for conflict to break out because of gameplay.
I can see a bigger clan hosting a map and allowing other small clans to play on their server. I actually hope that's how it goes, and that players from other servers and clans can log in to visit, and have inventories on either server and stuff.
I'm going to hold off on judgement until I see what exactly the systems are for hosting a server.
Server bridging was mentioned to Notch and he liked it.
Also, a system where chunks can be loaded into a server to go with a scripting suite. Clan wars on a premade field?
I imagine different things. A clan server for their purposes, experimenting, etc. as well as clan-claimed area on a large server.
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Quote from vede »
Minecraft isn't about what you build, it's about building it.
I was gonna add that a portal script could be made to allow the switching of servers, though I'm not entirely sure how the item code would be handled, as your inventory would be lost.
Though this could be good as well, as 2 clans enter these portals (when the clan declares war and creates a portal) they are transported to a new server with a unused battlefield terrain on it. They then could have a series on a few minecraft days to prepare for battle.
It may not be possible in that manner, but it could be prearranged outside of the servers, and then done on a neutral server ground (or one of the clans, though I wouldn't recommend that). Rules of engagement would have to be created of course, (number of lives, length of actual battling, refs, stuff as such) but i believe this could be a viable way to do this.
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“Take the first step, and your mind will mobilize all its forces to your aid. But the first essential is that you begin. Once the battle is startled, all that is within and without you will come to your assistance.” ~ Robert Collier
SMP is not going to be based entirely on war and such. That's just about 10% of what it will be about. There most likely will be peaceful servers, war based server, and a mixed server to keep players not whining and having there type made. Some people want to build others fight and yet others build and fight.
But There's Another Option
This is probably the most complex of all and the most difficult to implement, but...
Server Bridging
If someone was able to develop a network between servers with an algorithm for taking a full city and moving it seamlessly into a separate server/newly generated world then all these problems would be solved (though I'm sure there would be plenty more). If Rival clans decided on a time to bridge then everybody could be ready to battle. Then of course this eliminates chances for conflict to break out because of gameplay.
Hmm...
Ideas are appreciated.
There is one 'Mega server' then this would be solved. I hope there isn't but it's possible.
Server bridging was mentioned to Notch and he liked it.
Also, a system where chunks can be loaded into a server to go with a scripting suite. Clan wars on a premade field?
I imagine different things. A clan server for their purposes, experimenting, etc. as well as clan-claimed area on a large server.
VICTORY'AN #2
Though this could be good as well, as 2 clans enter these portals (when the clan declares war and creates a portal) they are transported to a new server with a unused battlefield terrain on it. They then could have a series on a few minecraft days to prepare for battle.
It may not be possible in that manner, but it could be prearranged outside of the servers, and then done on a neutral server ground (or one of the clans, though I wouldn't recommend that). Rules of engagement would have to be created of course, (number of lives, length of actual battling, refs, stuff as such) but i believe this could be a viable way to do this.
Like we're supposed to be all 'whoa man i hadn't even thought about this oh MAN oh **** what now'