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Conquest Mutator Ideas!

Magpieman

Old One
Staff member
Old One
Hey folks, during the most recent SOTS conquest mutators were discussed again as it is something we would like to start implementing for the March conquest cycle. The idea behind them is that there is a small chance that a conquest fight will have some additional rules to add some new dynamics to fights and change them up a bit. We want to stress that the majority of conquest fights will still be the classic format you know and love, but now and again these will show up to throw a spanner in the works. Here are a couple of examples of possible Mutators:
  • Mineman Charged: Players who die give charges not golems
  • Robin Hood: Bows do double damage
  • Chaos: Name Tags are hidden and armor color randomized
  • Zerg Swarm: Everyone has 5 hearts max but warp times are 2 mins
  • Great Wall of Conquest: Walls appear cutting the battlefield in half randomly during the fight
  • The Floor is Lava: Large patches of lava/magma spawn across the battlezone doing large damage to anyone standing on it.
We thought it would be fun to get some ideas for possible mutators from the community, so please leave all ideas in this thread, however wacky, and we will look to implement some of them when we launch mutators. They could be anything from something that is a minor change to a fight that has a very small impact, to big, crazy, impactful changes. It's worth noting they should generally affect both sides equally.

Edit: Also worth noting some of these could be unique to certain biomes only (or coastal?) if thematically appropriate.
 
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SilentStormSix

Well-Known Member
Sentry
  • Literally an Airplane: Bow shots from elytras do 1.5x damage
  • I HATE shulker boxes: You cannot place shulker boxes (either at all or you can't place it in a huge radius around the TGEN/inhib)
  • Cold Weather/Blizzard: You will begin to freeze if you do not get near a source of light/fire (only on kalros or cold ascalon biomes)
  • Cavalry Charge: Bow shots and sword hits do extra damage while on a horse, horses take less damage and move faster.
  • Stomach Bug: You randomly throw up/stumble/get nausea as if under the drunk effect
  • Elevator Music: Random jukebox music discs play (literally its just a useless mutator)
  • Defense/Offense Turrets: Random radar-like structures appear that function like a laser module
  • Warden of the West: Wardens spawn randomly that have varying damage/health (only on ascalon)
  • Horseman's Havoc: The skeleton mythic mobs from the horseman spawn randomly
  • Knockback Bows: Punch bows receive extra knockback
  • Black Ice: Ice randomly appears on the battlefield
  • Shulker Audit: Limited to 3 shulkers
  • No Pearling! : Bola's have a 50% cooldown reduction
  • Anvil Rain: Anvils rain from the sky for 20 seconds after warps
  • Landmines: its obvious
  • Stick Fight: Your sword becomes a wooden sword (in terms of damage not literally)
  • Koth Buff (Edited vers of Greenery's suggestion): Charges become disabled and a koth appears randomly on the battlefield that gives buffs depending on what side wins (most time + most people on it, wins) (will spawn only in massive fights, with a less than 15 people difference between sides)
  • Invisibility: All players become invis but maintain the same colored armor.
  • Corruption: All water in the battle zone becomes corrupted giving the same damaging effect as the water in infested tiles or Zyre.
  • Mysterious Madness: You cannot see kill messages in chat, you cannot see how many people are alive using tab.
  • Curse of Binding: You cannot take off your armor to repair until you get a kill, if your armor happens to break it gets sent to your escrow.
  • Shard Rain: Shards randomly rain from the sky around the tile.
  • Exploding Carts: TnT minecarts can actually roll while not on rails (like they can in vanilla for some reason doesnt work on loka), and their damage is increased to a one tap.
  • Hemovore: You automatically acquire the effects from the blood of the player you killed that you would've gotten from drinking the blood.
  • Pufferfish Poison: Pufferfish spawn around the map with resistance and give you poison if you run into them, they last for 10 seconds each, and will not die from being out of water.
  • Increased Gravity: You cannot jump as high as usual.
  • No Gravity: You can jump 2x as high.
  • Glowing Shot: All bow shots apply glowing, glowing targets receive a .5 heart extra true damage from any damage.
  • Desert Rage: (Random Chance) While fighting in desert you start to receive ramping debuffs if you are alive for too long, warping back resets these debuffs. Warp timer is decreased by 2 minutes to 4 minutes.
  • Frostbite: Decrease's player's movement speed and increases vulnerability.
  • Strong Willed: Decrease a player's vulnerability to knockback.
  • Crazy Creepers: A lot of creepers spawn that knock you far in the air and deal a lot of damage if they explode.
  • Illager Invasion: Illagers spawn in the battle zone with strength 3
  • Spider's Web: Increases spider spawn rates, spiders also decrease players movement speed when they are near a player and occasionally place cobwebs.
  • Solar Eclipse: Give a player blindness if they look up a bit too far
  • High Fertility: Grass grows randomly and very quickly
  • Aquatic Adventure: Increases speed and damage under water.
  • Heavy Water: You naturally sink if you step in water, as if you were sitting on top of magma blocks
  • Volcanic Ducts: You float if you step in water, you cannot swim, like soul sand in water
  • Ravaging Ravagers: Ravagers spawn that knock you far into the air and do extreme damage
  • Goats...: Goats spawn that scream and knock you very far horizontally
  • Icy Arrows: Successful bow shots give the target a freezing effect that both deals bonus ticking damage and slows them for 5 seconds, can either be configured to be every bow shot but for 1 second, or 3 consecutive half charge shots for the full duration of 5 seconds.
  • Hell Spawner: Nether Mobs Spawn, deal bonus damage and gain extra resistances depending on the numbers of the fight
  • Soul Slowness: A general area between inhibitor and T-GEN gets turned into soul sand.
  • Random Core: TBD
  • Lone Wolf: Get 4 bonus absorption hearts when a certain distance from another team mate
  • Slow Down!: After warping both sides receive slowness for 10 seconds
  • Poisonous Mushrooms: On the mushroom isles, mushrooms spawn that give out some sort of green particle, if you collide with the mushroom you recieve poison V.
 
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Raddus_

Active Member
Guardian
I don't know if this would be possible, but possibly adding some limit on when one can use shulkers, like only 3 times total in the fight, would be cool. As a result, warp times could be decreased a bit, but it would add an additional challenge and maybe force some of the super aggressive players to stay back and fight as a team in some instances.
 

Greeneryy

Well-Known Member
Muted
This are actually really interesting and I'm sure they would make conquest way more fun and bring more life to it
Mineman Charged: Players who die give charges not golems
Mixed feelings on this one, I feel like it would fit more in a Rivina fight since in continent conquest sometimes you're just trying to have the more people, but it also means more room for kills on bad players, however in Rivi where you're usually warping your best line up, it could be interesting to have it be that way.
Chaos: Name Tags are hidden and armor color randomized
Now this one, as the name suggests, this sounds incredibly chaotic, it would be easier to sneak charges and way more team killing would happen, maybe just add it for a small period of time during a conquest fight instead of the entire fight? not saying it doesn't sound fun though, also could work on rivi since in rivi the line-up will usually be in a VC and be able to scream when theyre getting attacked by a teamate lol, very fun interactions in vc
Zerg Swarm: Everyone has 5 hearts max but warp times are 2 mins
Wouldn't this cause it to be a 2 shot fight? practically insta kill and whoever gets the first hit in is most likely gonna win since even if u survive potting if they just keep agroing youre not gonna recover, 2 minute warps could balance it out perhaps, could make it so the period of standing in the redstone lamps is longer aswell, depending on what you're trying to achieve by this
Great Wall of Conquest: Walls appear cutting the battlefield in half randomly during the fight
The Floor is Lava: Large patches of lava/magma spawn across the battlezone doing large damage to anyone standing on it.
this two sound very fun and I don't think it would be broken or annoying, sounds great!

I also don't see any problems with all of the ones @SilentStormSix listed, they all seem fun to play with!
 

HyperDiver

New Member
  • Rain of Terror: Periodically, arrows of differing types will start to rain all around the battlefield.
  • Dogfight: Gain weakness and resistance when not in active elytra flight, all parties can use elytra.
  • Orbital Bombardment: Strange obelisks form in the sky (falling sand disguised as stone blocks, 2x2), falling and exploding with great force as they reach the ground below! Obelisks will despawn shortly after crash landing.
 

Greeneryy

Well-Known Member
Muted
  • Koth Buff: An outlined zone in which whoever the person (could be multiple people, maybe 3 people can do it?) that stands for the longest in the period of 1 minute will receive Strength 3 and Speed 3 (Maybe resistance 1?) which will last for a short period of time and could be used to attack the enemy or to stay back and defend

    point of this would be to encourage teams to not only go for the tgen/inhib and go for a buff before to be able to attack harder
 

Valeheart_

New Member
  • Phantoms randomly spawn in the sky.
  • All projectiles are replaced with damaging fireworks.
  • Someone from both sides is randomly inflicted with the same effects given by a Potion of the Turtle Master. Insane resistance, but you're very slow and your FOV is miniscule.
  • A cake spawns. Eating it is optional, and gives you helpful effects like speed and strength, but you can't see how many slices have already been taken. Whoever takes the last slice is severely debuffed.
  • Two people from both sides swap whatever they're holding.
  • All iron golems transform into ravagers.
  • Kill Them!: One player is randomly afflicted with glowing.

Edit: unique biome-related stuff

  • HOT BIOMES
  • Heat Wave: Being exposed to sunlight causes fatigue, making players hit very slowly.
  • Sandstorm: All players are inflicted with blindness.
  • Husk Horde: Husks spawn in hordes over the battlefield.
  • Rejuvenating Rain: Being in the rainfall will give weak regeneration.

  • WOODED BIOMES
  • Berry Blast: Sweet berry bushes will start growing randomly over the battlefield.
  • Forest Fire: Leaves and wood begin burning up, possibly spreading over the battlefield.
  • Flourishing Flowers: Flowers sprout all over the battlefield. Clumps of two-block high ones obscure vision, and wither roses are a nice surprise.

  • COASTAL AREAS
  • Tsunami: A large wave descends over the battlefield. Players must build around themselves to survive.
  • Turtle Trap: Turtle eggs begin spawning, attracting the curiosity of many hostile mobs.
  • The Floor is Water: Water begins flooding the battlefield.
  • Ink Rain: Squids fall from the sky, leaving large clouds of ink which obscures vision.

  • COLD BIOMES
  • Snowstorm: If you're exposed to the snow, you'll freeze.
  • Be Careful!: All snow is replaced with powder snow.
  • Goat Frenzy: Goats begin screaming and ramming players.
  • Flash Freeze: The entire ground is replaced with slippery ice.

  • SWAMPY BIOMES
  • Slobber Slime: Patches of slime blocks appear on the arena.
  • Witch War: Witches spawn randomly.
  • Nightfall: Darkness swallows the battlefield, giving weak blindness.

  • PLAINS BIOMES
  • The Cavalry has Come: Horses randomly spawn, being ridden by players.
  • Grass Cloak: Tall grass spreads all over the battlefield.
  • Bright Sunflowers: Sunflowers grow on the turf. Being close to them gives you absorption and swiftness.
 
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Mocc1

Well-Known Member
Guardian
Artifact Malfunction - Happens only once mid battle, everyones positions randomly swap with another players.
On the Juice - One golem on each side gets 2x the amount of health and deals 10x Horizontal knockback.
Seeping Corruption - Water in the tile becomes corrupted. (Only on water tiles)
Berserker - An Iron Golem spawns somewhere on the battlefield and whoever kills it gets buff-locked (Any buff applied gets locked in place until death.) On top of this they get ProtIV Unbreakable Netherite armor, until death. I see nothing wrong with this
Divine Punishment - Anyone carrying debuffs, crossbows, shields, or shards in their shard pouch get outlined in flashing spectral colors
Falling Lemmings - Players get launched up to height limit all around the same location and then fall down without taking any fall damage, probably best a one time thing.
Unroutered - No one takes knockback
Artifact Cataclysm - Every mutator has a chance of being activated even if its out of rotation (assuming there is gonna be a rotation.)
Dualweird - Those carrying two swords (offhand or just somewhere in inventory) randomly get them switched for the entirety of the fight.
Ablaze - Firespread is toggled within the tile and random leaves start burning. (probably keep specific to only tiles with trees.)
Landmines - Landmines spawn on the tile, more noticeable and do less damage.
Solar Basilisk - Anyone staring at the sun for more than 1s gets blindness effect for like 10s, or the new deep dark effect.
Headed Towards Victory - When your team beheads someone and places a head down, it spawns a lime concrete health buff area for a minute wherever you placed the head.
The Eclipse - (only in tiles with grass) Everything turns into the colors of a red infested tile, world turns to night and the moon turns into a New Moon phase. All players get a slight blindness effect. If you happen to teamkill, you are given bufflock until you die. (Not sure how possible this is with how minecraft internally works with lunar cycles and biome loading.)
The Snail - A very, very very very slow frog walks towards you for the entire conquest fight. It can't be stopped, killed, etc. It has one mission, touching you. If it does, you die and can't warp back. This frog is only visible on your screen.
Doppleganger - Another player on the enemy team will have the same skin as you and the same nametag as you, this person will see you as themselves aswell. If you
Illusions - 6 minutes after first warp, person with least damage that warped initially at first warp will have the tile floor change to only crafting tables. This is only visible for them, and I think this would be best for the Desert, or any other one block biome.
Landfill - Randomly gravel will fall from the sky onto a random area in the tile. Slowly but surely there will be a mountain of gravel off in a random space somewhere. Why? Its art, its up to you to interpret why.
 

Mocc1

Well-Known Member
Guardian
idea 1
<x> number of cosmetic mutators can be predetermined at a tile you own. Somewhat like modding a tile, except for guaranteed, purely cosmetic mutators
idea 2
the rate of cosmetic->fight altering mutators increases with how outnumbered a fight is. 1:1, just cosmetic ones, 1:2 cosmetic with some mild. 1:5+ fight altering mutators become more common. They should still have a chance to occur at 1:1 but just less likely.
idea 3
zyre cosmetic mutators xd
 

Greeneryy

Well-Known Member
Muted
Headed Towards Victory - When your team beheads someone and places a head down, it spawns a lime concrete health buff area for a minute wherever you placed the head.
This one should honestly be on all conquest fights by default, not game changing but fun and would be used
 

HyperDiver

New Member
The Eclipse - (only in tiles with grass) Everything turns into the colors of a red infested tile, world turns to night and the moon turns into a New Moon phase. All players get a slight blindness effect. If you happen to teamkill, you are given bufflock until you die. (Not sure how possible this is with how minecraft internally works with lunar cycles and biome loading.)
+1
 

DevvyVR

Active Member
Muted
UAV- all players have the Glowing effect
Speed Cola- Gives a random player speed 3 for 10 seconds
Switcheroo- 2 Players on the map get switched places
AC130 ABOVE!- A bunch of harming potions get splashed from above the skies
Gravitic Flux - Players in a 15 block radius get pulled up into the sky and get thrown down knocking away half their health
Pop Quiz-Players gotta solve a math equation (simple addition, subtraction, or multiplication) or else they will be frozen for 3 seconds

these are all really bad but some of them arent so bad
lmk what oyu guys think
 

Conclusionz

Active Member
Just a few ideas, personally I think mutators should affect pvp more than anything else
Loka FFA: You cannot have the effect speed

Loka Crystal server: Crystals become unnerfed/stay the same and do 1.5x damage

Loka Axe Server: not exactly sure how to force people to use this one, however it’s a fun idea

Loka Neth Server: players take no kb and meat(steak, pork, mutton) gives regen and absorption

Additional Idea kinda inspired by Mocc:
The owner of tile can choose from a shortlist of mutators, maybe 5 or 10
 

Asynchronized

Well-Known Member
Slicer
Just a few ideas, personally I think mutators should affect pvp more than anything else
Loka FFA: You cannot have the effect speed

Loka Crystal server: Crystals become unnerfed/stay the same and do 1.5x damage

Loka Axe Server: not exactly sure how to force people to use this one, however it’s a fun idea

Loka Neth Server: players take no kb and meat(steak, pork, mutton) gives regen and absorption

Additional Idea kinda inspired by Mocc:
The owner of tile can choose from a shortlist of mutators, maybe 5 or 10
well this is just boring
 

Asynchronized

Well-Known Member
Slicer
  • Advanced Inhibitor : Inhibs spawn with a "module"
  • Hardcore (like BO2) : No Name Tags
  • "We had to use the spare" : Old inhib/tgen is back
  • Alchemical Bounty : Loot bundles containing potions spawn, but these dissapear after dying/fight ending
  • Enderplasm : Endermites become invisible and have no regard for walls.
  • Unshielded Potency: Hitting a shield will instantly refill your attack, allowing for the parrying of shield hits.
 
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