I briefly discussed this with some of the folk today, and I understand mag and zor have been scheming a war system which might integrate into this one reasonably well. I think there's a general agreement that a war system needs to exist that has preset rules so that the admins aren't left pondering if and by whom rules may or may not have been broken after each and every conflict on the server. The following proposal solves some problems but probably also has some issues, so contribute at will.
The idea of the Town-Resetting War System is as follows:
During any point in time if enough attackers and defenders of a town are on (preferably equal numbers +-1, and probably >= 2-3 per side), a town may have war declared on it. At this point, through, presumably, commands of some sort, a town will enter a save-state in which all chunks inside the town generator's protection zone are saved.
At this point, the war is now on for a period of time (30m, an hour, etc) or until a certain number of percentage of fighters have died. TNT is allowed and, for all intents and purposes, the town could be leveled. The idea of the previous save-state is that when the war is over, the winners receive rewards proportional to their score or success, determined by some metric I haven't thought of yet. After the rewards are dispensed, the town is reloaded from the point at which the war was initiated. This allows cannons and tnt to be used, but doesn't end the existence of the town permanently.
Some possible additions:
DrMongrol mentioned a good scoring idea might be a ripoff of the Battlefield franchise Rush Ticket System. In short what this does is gives each side a certain number of 'tickets'. Quoted from the wiki and edited a bit:
This could be combined with the Conquest Version in which both sides bleed tickets, but perhaps the attackers bleed them faster, thereby forcing pvp and preventing some sort of waiting game.
Anyway, thoughts, go!
The idea of the Town-Resetting War System is as follows:
During any point in time if enough attackers and defenders of a town are on (preferably equal numbers +-1, and probably >= 2-3 per side), a town may have war declared on it. At this point, through, presumably, commands of some sort, a town will enter a save-state in which all chunks inside the town generator's protection zone are saved.
At this point, the war is now on for a period of time (30m, an hour, etc) or until a certain number of percentage of fighters have died. TNT is allowed and, for all intents and purposes, the town could be leveled. The idea of the previous save-state is that when the war is over, the winners receive rewards proportional to their score or success, determined by some metric I haven't thought of yet. After the rewards are dispensed, the town is reloaded from the point at which the war was initiated. This allows cannons and tnt to be used, but doesn't end the existence of the town permanently.
Some possible additions:
- If the generator is reached and disabled, the 'timer' of the end of the battle runs out and the defenders then must reactivate and protect their generator for an additional period of time. If they fail, the town could theoretically be lost to the attackers.
- Spawn points would change for those in the war. Perhaps defenders would spawn in or near the town and attackers would spawn a further distance from the town. Perhaps they have to build a device that acts as a spawn point? This could allow the war to persist longer than just once everybody dies once, it's over.
- The save-state could potentially retain each player's inventory, or more specifically, armor. Upon respawn your armor will respawn so that the fight is a bit more fair.
- Perhaps the declaration of war allows a 1 hour warm-up time in which sides could prepare their buildings/armor/items/tnt, etc.
DrMongrol mentioned a good scoring idea might be a ripoff of the Battlefield franchise Rush Ticket System. In short what this does is gives each side a certain number of 'tickets'. Quoted from the wiki and edited a bit:
Battlefield Wiki said:In Rush mode the attackers are given a limited number of reinforcement tickets. When an attacker dies, a ticket is lost. If the attackers destroy the M-COM stations and move on to the next phase, then all tickets are restored.
Defenders, however, have infinite tickets, meaning the number of deaths inflicted on the defenders will not directly cause the game to end. Death inflicted upon attackers, however, cause the defenders to win if the attacker ticket count reaches zero.
This could be combined with the Conquest Version in which both sides bleed tickets, but perhaps the attackers bleed them faster, thereby forcing pvp and preventing some sort of waiting game.
Anyway, thoughts, go!