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    posted a message on Implications of a political and economic simulation on minecraft
    We had that sort of idea a while back. I'm not sure what came of it.

    He raises a good point. Poonjab, do the ore veins look bigger and more sporadic than normal?
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    posted a message on Implications of a political and economic simulation on minecraft
    So, have we figured out anything decisive for the nether? I remember 20-some ideas, but no decision.
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    posted a message on Implications of a political and economic simulation on minecraft
    Things have gone into talk of finance, which is by no means my strong suit. However, couldn't we use like, paypal and kickstarter and stuff?
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from Ratmancer

    I prefer spawning the population onto the continents myself. I think the main reason is because if everyone spawns in one place, it gives an aura of unity in a sense. I think it would be far more interesting if everyone was divided and split, creating conflict. Although, this is probably rooted with my fascination for conflict within society and the plausibility of this sense of unity does not hold much water logically. The act of spawning is more important than we think though, because it sets the mood for the whole scenario.

    As for time, I am thinking the end of the work and school day, maybe 4pm-6pm, the specific US time zone will have to cater for the majority of the population of the server so it will be a point to look into.



    In that case, we'd need mods that have multiple spawn points, and need to determine which continent people start on somehow. The most fair option is to have a randomized system, but some people will want to play with their friends, so some form of sorting groups based on size into the three continents could be used.


    Also, for the times: The west coast hits 4 PM when the east coast hits 7. The east coast hits 9 when the west coast hits 6. I think those are both perfectly reasonable timeframes for the simulation. Some people on the east coast such as myself may take a break for dinner, but hey, food is yummy.
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    posted a message on Implications of a political and economic simulation on minecraft
    I was thinking everybody would just spawn en masse in the spawn area, find their friends, and run off in different directions. That's why I wanted the spawn area to be in the middle of the ocean, so that even on far render distance, you're not sure what lies in that direction.
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from Ratmancer

    There will be no administrator interference unless to enforce rules. Do not overstep your authority Poonjab1_0, I have asked you only to make a map to my specifications, there is no artistic licence. I would not mind finding an alternative creator if you lack the time or ability.


    This sounds like a general over-ride of everything Poonjab just posted. However, you added this to the approved notions in the OP:
    5. Death
    (i) Death will follow vanilla respawning; players will spawn at their bed unless destroyed
    (ii) Players will respawn at a centralised spawning area if their bed is destroyed.


    This makes it sound like you agree with the idea of some sort of spawn island, but not with poonjab being a sort of "Active God" to the players and assisting in their building and whatnot.

    Can you clarify what you agree and disagree with?
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from poonjab1_0
    I will set up an entire world map that will be updated every week so people can see town development and decide their next move.


    What do you mena by this? will you put up a copy of the world for download? or just have a world map sort of thing going? I'm hoping for the latter, as putting the world up or download would allow people to try to hunt down ores and resources in their single player worlds and then use that knowledge on the server. I don't think I need to say why that's bad.
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    posted a message on Implications of a political and economic simulation on minecraft
    I think that's the intent. Most of this stuff deals with mechanics and terrain handling, so most of it could easily be done with plugins.

    That's actually a good idea for a standard for mods. Could this be done with plugins, or does it require modding the client? Granted, I don't know much about modding, but it sounds like a decent standard for mods.
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from Ratmancer
    True, I did not think about the possibility of a 3rd party attack on the attackers home, a rather disastrous turn of events for the original attackers if they have not considered their defenses properly. So, if respawn was to be instant, what would happen if players beds were destroyed? Where would they respawn?



    Quote from PKBlaze78
    Where will you respawn? This is a tricky question. At one point I had the idea that there would be a random bedrock platform somewhere over the ocean, with chests that have boats in them. The players would spawn on the platform, then jump off with a few boat, and then go en masse to land. I think there should be no bar on players building on that platform, as it would actually make a great place for a UN building. However, I do think the mods should periodically restock the boats as they see fit, both so that players don't fill their inventories with boats for the wood, and to sort of stagger the flow of boats outwards from the spawn platform. Beds, of course, function to set your spawn. Summery: have a platform with boats in the middle of the ocean. There won't be too many boats, to prevent players from stocking up for the wood in the early game. Mods will restock the boats as they see fit.
    Additional benefits to this: Requires a good amount of resources to spawn camp as it would be well removed from the mainland, would be made of bedrock so it would be impossible to destroy, would preferably be elevated a good bit off the ocean, like say at Y= 80 or something, so you are by default safe (except from random spawning mobs, which btw couldn't grief the spawn cuz it's made of bedrock.
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    posted a message on Implications of a political and economic simulation on minecraft
    How would scouting and patrols be handled? Underground seems simple: you use an X-ray glitch(glowstone or TnT + sticky pistons) to see if there are new tunnels that aren't accounted for. Said tunnels are followed up on if necessary.
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    posted a message on Implications of a political and economic simulation on minecraft
    hmm. In a lot of SMP worlds i've played on, spawn tends to shift every time the server is put up. Once, on an old server I had with a few friends a while back, spawn ended up being in the ocean for a while. Getting back to our little town was so time consuming, we ended up cheating and just flying back...

    I was about the suggest the idea of having a deathban, but only when you aren't set to a bed. then I realized: if Original Spawn is that far away from everything else, that's sort of a natural "ban" after death, since it's so hard to quickly get back.

    While I do like the idea of the deathban, I think tom's point of making people have to wait even 5 minutes, when the server is only up for 120 minutes, is a bit harsh. Also, Considering the local chat feature, it might be a good idea to have a timer on death, like, maybe 10 seconds, during which time you would be able to send messages out from your Point of Death (PoD)

    For the above idea, think of someone's spirit being able to vocalize before it goes to inhabit a new body.
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    posted a message on Implications of a political and economic simulation on minecraft
    I definitely agree with the idea of having another forum for this, or perhaps a subforum specifically for this topic, mods willing.

    I'm going to jump on the bandwagon and answer questions like everybody else. For those of you who are confused as to where there questions are coming from, they were added to the OP.


    What will happen upon death?
    I personally see the value of a temp deathban, as it allows 1 civ to effectively crush another civ until they can get to the beds. I do not, however, support the idea of a long deathban. Even 15 minutes seems excessive to me. 5 minutes seems a fair maximum, although that means others will have to pick your stuff up. Actually, that's a good idea. If you need to rely on others to pick your stuff up, it nudges people to form groups, for mutual protection. Also, on a more micro level than the 1 civ waging war on another civ example, the deathban makes an additional drive for people to stay alive. 5 minutes is also short enough that people might get up, grab a bite, come back, and play again.

    Summery: up to 5 minute death ban seems reasonable, because that makes dying a significant enough setback that it is both highly undesirably to die and fairly desirable to cooperate with others. the 5 minutes are also not so severe that it would deter people from playing.

    What will happen to your items?
    Items should drop as in normal survival, for others to pick up. the 5 minute deathban idea in the spoiler above coincides with this.


    Where will you respawn?
    this is a tricky question. At one point I had the idea that there would be a random bedrock platform somewhere over the ocean, with chests that have boats in them. The players would spawn on the platform, then jump off with a few boat, and then go en masse to land. I think there should be no bar on players building on that platform, as it would actually make a great place for a UN building.

    However, I do think the mods should periodically restock the boats as they see fit, both so that players don't fill their inventories with boats for the wood, and to sort of stagger the flow of boats outwards from the spawn platform.

    Beds, of course, function to set your spawn.

    Summery: have a platform with boats in the middle of the ocean. There won't be too many boats, to prevent players from stocking up for the wood in the early game. Mods will restock the boats as they see fit.

    Will the nether exist?
    Yes, yes, yes. A thousand times yes. I, personally, think that the nether is an integral part of minecraft, especially now that we have so many nether-based resources. the issue is how to handle the size. Like i've stated before, keeping the normal ratio would result in a 250x250 nether. However, the idea has since been developed.

    Some of the ideas I liked where:
    • extending the nether upwards, using the additional 180-some blocks we have available.
    • Changing the Overworld:Nether ratio. In vanilla minecraft, that ratio is 8:1, so 1 blocks in the overworld is 8 in the nether. This makes the nether very good for high speed travel.
    • I believe it was Tom Tzu who had the idea to invert the ratio, to 1:8. This makes the nether 8 times larger than the overworld, and it becomes useful for storage.
    • The nether = being 8 times as long in the X and Z coordinates as the overworld actually means that we could fit 64 overworlds into the space of the nether. I, like others, think that that would be freaking ridiculous. Netherrack would suddenly become the cheapest material on the planet. We would have people pillaring around with stacks of netherrack for espeonage and- Wait, I'm getting ahead of myself.
    • Anyways, I don't think the nether should be that massive. I think an overworld:nether ratio of either 1:2 or 2:1 is perfectly reasonable, either giving us a 1000x1000 nether that can be used for a degree of fast travel, but would also be dangerous as invaders could go through it. The alternative is a 4000x4000 nether, which deters invaders: it's faster to go by overworld, but going by nether might have the element of surprise. the 4kX4k world also is storage-friendly, which is an interesting alternate take on the nether.
    Summery: yes, have the nether. utilize the extra 180-some blocks of height we now have. Either make it 1000x1000, or 4000x4000.



    Will the end exist?
    I say yes. It's an interesting gameplay element. The dragon isn't all that special, but I'm pretty sure the most efficient EXP source is an Ender Farm in the End. That also yields some Enderpearls, which have very expansive tactical ramifications. A society could try to monopolize the End instead of going for the Nether.


    Do we include strongholds? How many?
    I don't see how we can have the End without Strongholds. Strongholds offer us one more thing: silverfish. I, personally, see a silverfish farm as useless, but Etho (a Minecraft LPer notorious for complex projects, for those of you who don't know) has one in his LP world and has shown that a horde of silverfish would actually provide an efficient and reusable way of getting rid of stone without jeopardizing the ores that might be in it. Once set up, mining a quarry down to bedrock could be done by 1 person with a bunch of poison potions.

    I say we have 3 strongholds, one for each continent. The strongholds don't necessarily need to be on those continents though. I see nothing wrong with having an island with a stronghold on it.


    Summery: yes, have 3 of them


    For how many blocks will local chat reach?
    50 or 64. I thought this was resolved a while back.


    When do the american summer holidays begin and end?
    Generally, they start at varying times in june. My school year ends in the first week of june, usually, and starts at the last week of august. I think that's considered early. I will probably be starting later than august next year, since I'll be in college.
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    posted a message on Implications of a political and economic simulation on minecraft
    Quote from Temido2222

    A democratic society? or a Monarcy or even a dictatorship?


    Any society. A monarchy seems unlikely, seeing as each player is an immortal-via-regeneration person and there would be no need for a "line of succession," but you could call a supreme leader a "king." Or you could call that leader an emperor, or a chancellor, or what-have-you.
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    posted a message on Implications of a political and economic simulation on minecraft
    Does the cinematic thing still play on SMP? Can't you skip it?


    Edit: OK, so nerf bonemal, harder mobs, local chat, speed mods based on blocks.

    Also this isn't a naturally generated world, so we can actually have as many Strongholds as we want. I'm in favor of having 1, just going off of the size of the world.
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    posted a message on Implications of a political and economic simulation on minecraft
    Should we like... help with organizing the list of mods we've strongly considering using? Bonemeal nerf, local chat, and harder mobs are the only two I can think of that we have a consensus on. Other than that, I can't think of anything.

    Sunlight levels possibly having an impact on crop growth hasn't been developed by more than 2 people, I'm pretty sure the skill system was abandoned at around page 13 or so.

    Nobody has answered my questions about the End. Will it exist? will there be a Stronghold? will there be an End? Personally I think the presence of an End would either be the cause of wars or a UN. Either 1 civ would monopolize it and be able to teleport and have an effective monopoly on Ender Pearls, or it would be a "neutral zone" after some diplomatic agreements, and all people would have access to it once the Ender Dragon was finished.
    Posted in: Discussion
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