|
Post by xPhoenixXx on Nov 4, 2012 0:25:53 GMT 10
Hi, Could someone on a frontier world with fire and tnt enabled try doing some test ship battles. (eg nether/end/brotherhood/grimnir - and all the others remote planets but we cant get to them atm)
Although movecraft is still non-functional, the combat aspects (minus moving vehicle to avoid attacks) should in theory still work.
I have come up with a few rules that may change depending on how the test battle goes.
Rules are as follows: 0: you need at least 2 ships. Be it boats on water or spaceships in the sky. Optional: team fortress style, you can have adjacent tree houses too 1: you need at least 2 crew on each side (1 gunner, 1 support (ie puts out fires)) 2: in the center of ship there needs to be a TNT stack (represents magazine or reactor, if this explodes basically you lost) 3: you need to build your ship (or spaceship) out of flammable materials - eg wood/wool, etc. Glass or Ice can also be used as appropriate but should not prevent fire spread significantly. Wooden doors/hatches are ok as well. If destruction spells are used (eg in nether, fireball/explode etc) you can also use destroyable blocks or more glass. 4: Weapons: dispensers using charges/arrows, Bows, or TNT cannons, or magic spells 5: support crew are only allowed to repair wiring, and put out fires, they can carry additional spare parts - eg spare wood/wool/dispenser blocks but these should be used to repair critical systems only (eg the blocks under wiring for weapons/shields whatever, or the wiring itself) all spare parts blocks should be flammable and low durability (plank/wool/leaves etc). 6: The only spare parts permitted are as much as you can carry, or hold in a dispenser. Only exception is you can store extra ammunition near the TNT blocks of your reactor/magazine. 6b: Chests cant be used (as this was a movecraft limitation) 7: defensive systems (eg a fire suppression system) should only be operated by "buttons" or touch plates (eg have a water source block over roof of your reactor/magazine, with an activated piston, that can be opened for a second with a button press to put out some flame) 8: it should be possible to win, and both sides should be similarly matched. 9: flying spells, such as carpet or walkway can be used by attackers and defenders (raid tactics)- however they are only allowed to attack players or glass blocks. This should not be the primary focus of gameplay. The only exception here is if they can attempt to destroy your reactor/magazine. But we may need to come up with some "boarding" rules here. Eg, you can only approach reactor if there is no defender nearby or they are out of ammunition; something like that. 10: optional: self destruct button. This is used if you give up, or if an attacker gets into your ship and destroys it. 11: The Alamo rule: once your magazine/reactor is destroyed - you can continue to fight as a last stand BUT only with whatever weapons remain functional, but you are no longer allowed to repair/replace them. Ammunition can only be replenished from what you are carrying. Your "support" person is permitted to place a single button or switch on a remaining dispenser if you wish to proceed with Last Stand Gameplay and keep using a favorite cannon. 12: items lost in battle or taken by the enemy are considered spoils of battle, don't ruin the battle by halting your gameplay to sook to staff for all your items back - go after the player who took them and get them back! 13: Only attackers and defenders are allowed in the battle zone. This is because of point 12 above. Anyone breaking this rule is considered fair game by either side and is not protected by grief or spawnkill rules. 14: for the sake of battle fairness, you can store extra weapons and Armour (not ammunition however) in your ship, these should only be used by the defender, even if "The Alamo" last stand rule is in effect. These items can only be looted when carried by a defender; or if the ship is surrendered/abandoned/destroyed As such a lockette container can be used. 15: Expect your ships to be destroyed. Grief rules do not apply to battle damage. (going over and manually breaking all their wood/wool/dispenser blocks is NOT battle however, use your guns its more fun) 16: No creative mode. No god Mode. No complaining to staff if you die. 17: As long as teams are matched - additional specialist crew are allowed. - Eg, 1 gunner, 1 support technician, 1 medic, 1 PvP raider 18: don't make your ships too big.. the idea is when movecraft works again they should be movable. Refer to the darkstar type ships, these seemed to be the max safe size you could use. (15x15x8)
Ok probably too many rules there, but hopefully you get what i was aiming for.
|
|
|
Post by tangentspy (SaltPepp) on Nov 4, 2012 14:37:07 GMT 10
ok
|
|