Baconcraft

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    Regions and nations

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    Echoimpact

    Posts : 24
    Join date : 2012-05-28

    Regions and nations

    Post  Echoimpact on Thu May 31, 2012 1:42 pm

    In order to create a region, you need at least 2 people above the starter rank (yet to be named). Regions will be able to get things like health regen and food regen, but only if they meet the person requirements. For en example, they need X amount of people to get health regen 1, and Y amount of people to get health regen 2.

    Rules for regions

    1. The region must be above ground
    2. All chests in the region must be open for raids
    3. No placing blocks on top of chests


    Add to this with comments^

    Nations could be gained by having a large amount of people, for example, 6 people could create a region, then turn it into a nation. The requirements for making a nation would be higher than the amount of people though, as in they would need to have one person from a builders guild, one from a merchants guild, someone from the warriors guild, and maybe some other guild too.

    Perks to having a nation

    1. A huge 500x500 region
    2. Access to all region perks (health/food regen, no mobs, lighter use)
    3. Daily payment for everyone in the nation.
    4. More city guard mobs to protect it.
    5. Nations will have more protection against griefers, who get in then grief. The griefer will be kicked (unless part of a war) and will receive a punishment.

    Rules for nations

    1. Must have all chests accessible.
    2. Must have your cords known.
    3. Must have a clear entrance to the town.
    4. Must maintain the amount of people. (if someone leaves you have 1 week to replace them.)
    5. Must abide by all rules or war.


    Wars[i]

    War would be fought between regions (this could include a region going to war with a nation). A war would begin with both sides agreeing to the war. When a [i]True
    war begins, both sides would put at least a single chest full of items as a wager, on who will win. When one side is named victorious, they get everything that was put into the bet.

    Types of war

    There will be two type of war, normal and Grief.

    Normal war

    During a normal war, everything about the region will be the same, except both will lose their health regen until the war is over.
    The only rules for a normal war will be..

    1. Do not cause too much drama
    2. No keeping your items in a raid proof vault.
    3. Once one side surrenders, the other side must leave, and give them a one week recovery period before raiding them.

    Grief war

    If both sides agree, the war will be a grief war.
    Grief wars will be played out, by both sides adding each member from their opponents side to their region before the war.
    During a grief war, each side can both use up to 10 pieces of tnt, and destroy as much as they want by hand, until the other side surrenders.
    The only rules during a grief war will be

    1. Don't cause too much drama
    2. No more than 10 pieces of tnt per side
    3. When the other side surrenders, stop.

    Before any "official" war starts, both sides must post on the forums what they want the rules of their war to be, and who will be part of it.
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    Joeyst3
    Admin

    Posts : 36
    Join date : 2012-05-28

    Re: Regions and nations

    Post  Joeyst3 on Thu May 31, 2012 5:51 pm

    In Rules for regions, it should say that there has to be an entrance, but it can be hidden/trapped, with no raid doors.

    #3 perk to having a nation

    Daily should be changed to Weekly, just so things don't get out of hand.

    #5 perk to having a nation

    Wouldn't they get punished for trying to grief a region by tricking the owner to let them join, even if they didn't have a nation? That is pretty much allowing players to join smaller regions just to screw them over for a week.

    It's too hard to gauge the 10 TNT rule, as an admin or two has to monitor an entire 500x500 region during a war. Also, it should say "no lava", as lava has little practical purpose for getting into vaults and rooms, and is difficult to get rid of.
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    Echoimpact

    Posts : 24
    Join date : 2012-05-28

    Re: Regions and nations

    Post  Echoimpact on Thu May 31, 2012 6:43 pm

    Joeyst3 wrote:In Rules for regions, it should say that there has to be an entrance, but it can be hidden/trapped, with no raid doors.

    #3 perk to having a nation

    Daily should be changed to Weekly, just so things don't get out of hand.

    #5 perk to having a nation

    Wouldn't they get punished for trying to grief a region by tricking the owner to let them join, even if they didn't have a nation? That is pretty much allowing players to join smaller regions just to screw them over for a week.

    It's too hard to gauge the 10 TNT rule, as an admin or two has to monitor an entire 500x500 region during a war. Also, it should say "no lava", as lava has little practical purpose for getting into vaults and rooms, and is difficult to get rid of.

    Alright, no rule about the amount of tnt.

    We'll add the same rules for regions too

    And I have no problem with changing it to weekly.

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