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MineRealm 3.0

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By terrancejones
#13362
Th3Guy wrote:
klngjohn wrote: I understand the point of having a larger charter base to start a country to make it more unique, but if you look at alot of the top realms in out current server, many of them have less than 6 members.
?
  1. The Wolves Den 16
  2. Terranobyl 23
  3. Minas Tirith 10
  4. Pure Logic 2.0 11
  5. Gulagistan 6
  6. Death Plateau 9
  7. Mars 2
  8. TheWord 3
  9. S.A.C. 8
  10. He-Man Woman Haters Club 8
  11. Mt. Headies 10
  12. Hezloth 19
  13. Cleverbot 9
  14. Ghustrovs Weeds lands 5
  15. Foxtopia 18
  16. America 17
  17. Wings of Heaven 12
  18. Borderlands 3
  19. Brotherhood of NOD 4
  20. snowvale 8
1/5 of top 10.
1/3 of top 20.

I can understand why people want small realms but this system is also to encourage non-realm cities.
Heh, Foxtopia was a 2-5 realm city for quite a long time, until around the time 3.0 was starting to be started in the initial planning stages...
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By cerevox
#13364
Don't look at total player count, look at active players. Terranobyl might have 25 players or something like that officially joined, but we really only have 10 or so active members.

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On the 1000 credit minimum, its actually a good idea to keep it there as it forces a base investment in each plot. If a country could keep 1 credit in each plot, they could own the entire world of 10,000 plots with their starting 10,000 credits if they move fast enough.

With the 1000 credit limit it creates a minimum threshold for expanding that has to be passed.
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I don't know if its worth programming, but perhaps attacks could be piecemeal and cancel out points down to 1000 left, but the last 1000 points have to be treated as one block and must be overcome in one shot, or not touched at all. Those 1000 points could be considered the control points that are mandatory while anything beyond those 1000 are fort points.

Basically it would work thus:
Plot controlled by Team1 has 4000 points in it, 3000 fort points and the base 1000 control points. Team2 attacks with 2000 points, which cancel out leaving the plot with 2000 points(1000 fort and 1000 control.) Team 2 then attacks with 1500 points, and the first 1000 cancel, but 500 after are rejected, because it would split the 1000 control points. Team 2 then must attack with 2000 or more points to both overcome the 1000 control points and add in 1000 control points for themselves.

This would force attackers to have more points than defenders which makes sense. Defending should be easier than attacking. It also prevents there from being neutral plots, which may or may not be a good thing.
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By dragoncrystal24
#13365
Remember cerexvox, a team has to start the fight with enough points to overcome the other plot. In your example you said they attacked with 2000, then waited and later attacked with 1500. Correct me if I am wrong, but I think they would've had to start the attack with 4000.
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By cerevox
#13367
@dragoncrystal24
Actually, under the current system they would of had to attack with 5000 from the start. 4000 to overcome the plot fort and 1000 for the 1000 control points.

My post was not a question but a suggestion, so i used the proposed rules in my example to show how it would work, not how it currently works.
By baffu
#13378
I would like more than 3 leaders as I have 4 friends who want to be leaders. And not an election to appoint them!
By pds314
#13379
Intelli wrote:The information in this thread is subject to change.
Countries!
Now this is where the major changes are. =]

The map will consist of 10,000 50x50 plots. Plots are merely used for reference, and have no configurable options, beyond being able to assign a name for them, and getting the coordinates to a plot.

By default, when MineRealm 3.0 starts, there will be one country, aptly named the UN. The UN by default will be in control of all 10,000 of these plots.

When a user joins the game for the first time, they will be randomly assigned as a citizen of a country. So, by default, when MineRealm 3.0 first starts, everyone will be a member of the country “UN”.

Something to clarify right away is that countries are fairly large areas of land, and are not meant to just outline a single city. There should be multiple cities, etc, within each country.

Now, if a group of users wish to start their own country, it’s a fairly simple process.
1. Get a party of 6 players
2. The party leader must have 60 diamonds.
3. Type “/country create <name>”.

This will create a country by that name, and the country will be assigned 10,000 plot credits (PC). However, the country will not yet have any land.

For a country to claim land, one of the country leaders or captains must go to a plot that they wish to conquer. Within a plot, a user can type “/plot attack <#>”, specifying the number of credits they wish to spend on a plot. In order to take over a plot, they must spend, at a minimum, the current number of credits that plot is fortified with, plus an additional 1,000 credits. (For fortification)

This is a bit like the game of Risk. =]

For a country that has claimed a plot, they can fortify it with credits, to prevent other countries from taking over the plot. This can be done with “/plot fortify <#>”. A plot must always be fortified with at least 1,000 credits. If a plot currently is assigned 5,000 credits, and a user types "/plot fortify 3000", it will return the 2,000 extra credits back to the countries total credit count.

Now, although a country can choose any location to set up their initial plot of land, countries can only claim additional plots of land that are adjacent to one of their current plots.

Country Elections
To define the 3 main leaders of a country, citizens of a country can type “/country election” to call for an election. If at least 80% of the online players (of a specific country) call for an election (a minimum of 3 players), then an election will be called.

An election will last for 24 hours, and players can vote for the new leaders of a country.

Country Captains
Leaders of a country can define (or remove) country captains. These are the players that have the ability to go out, conquer plots, fortify plots, etc. (Country leaders also have these abilities)

Gaining Plot Credits for Countries
Gaining plot credits for a country is based on the number of blocks placed within a country. Each block placed will count as 1 plot credit.

(Illegal) Immigrants
A user can build within countries that they are not a member of. However, leaders or captains of a country have the ability to use “/country deport <user>”, returning that user to the country they are a member of.

Spawn / Respawn Points
Each country will have its own spawn points. When users die, type /spawn, etc, they will return to the spawn point for the country that they are a member of.

Attacking Other Countries Plots
When attacking a plot of another country, there is a 1 minute delay before that plot is conquered. During that time, the captains and leaders of that country will be notified, and will be able to use “/plot <name> defend” to spend credits, defend a plot, and fortify it (with 1000PC).

Auto-Defense
For countries that wish to have a plot (or plots) protected, for when no country members are online, they can type "/plot autodefend" for a plot. This will have the specified plot(s) automatically defend themselves when they're attacked, at risk of spending all of the countries plot credits. This is typically only recommended for the core plots of a country.

Transferring Citizenship
If a user wishes to join a different country, they must take the following steps:
1. Travel to within the country they wish to become a member of.
2. Type “/country immigrate”.
3. A leader or captain of the country must accept their immigration request within 1 minute. Otherwise, they are automatically deported.

Probation
Country leaders and captains can put a user on probation, using the "/country probation <user>" command. This will prevent that user from destroying blocks placed by another user. Mods will also be notified when this command is used.

Conquered Countries
If all of the plots within a country are conquered, and the country has less than 10,000 plot credits left in it’s reserve, the country will be considered conquered, and destroyed. Members of the conquered country will automatically become members of the country that conquered them.

--

We’re still working on sorting this all out, and we’ll be updating this thread as necessary with relevant information. We look forward to ushering in this new era of MineRealm, and appreciate your feedback & suggestions.

Thanks for playing MineRealm!

1) realm-countries sounds awesome.
2) suggestion: with randomly distributing players, can they be randomly distributed weighted toward countries of high population?
3) can the founder party have more than 6 members?
4) are the 60 diamonds used up in the founding of the country?
5) what is the ETA of minerealm 3.0?
6) will the UN defend itself? or can people take hundreds of plots instantly?
7) what about auto-defense with limits to expenditures? that way, I can defend things of lesser importance automatically, without the capital city being the only thing with country level auto-defense
8) can you probate non-members?
9) can a country be split? or rather, can a country that is attacked be cut in half? what happens then? 2 countries? 1 country split in 2? some other result?
10) will glass count as a block placement? (sorry, had to ask though.)
11) so the wolves den would have roughly 510,000 credits? right? if it were in this system? minus whatever it spent on defense/gaining plots?
12) I am gonna stay far away from the new UMAD alliance ={}
13) will there be major updates to the new realm/country system during 3.0?
14) can 2 countries ever voluntarily fuse?
15) will countries be disband-able?
16) will you be able to give plots to other countries?
17) will you be able to give credits to other countries?
18) what if a country is not disbanded but has no land? can they re-found themselves far away?
19) will there be a world map showing countries?
20) can countries control various settings within? e.g. portals, fire, buckets, fire spread, etc?
User avatar
By catsfuzz
#13381
I mentioned this before so sorry for double posting this but no one seemed to answer. What about NRC's or NCC's (Non-Country Community)? What will happen with those?
By pds314
#13382
dragoncrystal24 wrote:
Sharingan616 wrote:I like most of what I see. Except chests. :/
Please remove that. x.x
I kind of like that. People can get into a chest no matter how much they hide it, and I don't want to have to go 30 blocks underground, though a lava pit, and into a sealed vault every time I want to access a chest. I want an easily accessible, safe chest, not a very hard accessible chest that might or might not be safe. Also, people can just use invisible txture packs and find all your hidden chests, unless you put it in a no-air hole in the ground. And I don't really want to have to smash up my beautiful floor every time I want to put a bunch of items away. I like organized, pretty vaults.

And even if your chest is sealed with no air, some people use xray hacks, so they can see your chest no matter what you do.

All in all, I like the chest idea. It lowers the survival aspect a bit, but the new country system makes up for that.


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Intelli, will all the commands have /realm something, instead of the /country something you stated in the OP?
I agree, chest protection absolutely must stay, I hid a chest vault underneath a lava pit, and at bedrock level with no entrance and smooth stone replacing any damage i did, whole vault was lava'd, and items stolen within 24 hours! and nearly 2,800 meters (Pythagorean XZ distance) from spawn!
By pds314
#13383
Ligtbulbs wrote:I look forward to conquering all enemy nations.
For the Glory of the Motherland!
Thus why I am keeping at least 3000 meters from any UMAD realms. =O
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