Discuss anything regarding MineRealm Classic here.
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#3837
After discussing with the DevTeam of Realm Wars (mainly Terranobyl folks), we have found that Realm Wars can become a lot complex and intriguing than we had at first imagined. This can become a great and amazing feature of MineRealm,

If we do it right.

Starting under the hashed lines are points that I would like to have the people of MineRealm address at their free will. Anyone that provides sufficient commentary, suggestions, etc on the concepts below the hashed lines will receive an honorary place on the "DevTeam" :)

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Also, take the time to thank our server owner Intelli for making Realm Wars possible. That's right, we're a server complex enough to create a game WITHIN a game... WITHIN a game. Inception has nothing on us.
******

During our discussion, we have acknowledged a few key points that need be addressed by the current Realm Diplomacy System:
Plugins would be very helpful. Currently, Realm Wars has reached its limits as to how far we can take it without getting overly complex. The plugins would do a few key things: Keep track of I.P., organize and legitimize alliances, and allow for console commands to exchange I.P. for block count. Other plugins may be helpful for other aspects, but as of now, this is what seems most beneficial to us.
A losing realm has little encouragement to fight its hardest. We are working to remedy this by systems I'll identify later.
Wars currently lack decisive factors in determining victors. Very often can we expect to see stubborn realms in Simple PvP wars that refuse to surrender, and so the war continues endlessly. We are working to remedy this with factors I'll identify later.
The I.P. System itself provides decent incentive to go to war or join an alliance, but more would be helpful. This is a pretty straightforward contention, and I will identify some key points later.
I.P. Itself almost strictly benefits warring factions only. The only perk that doesn't involve Realm Wars is the fact that I.P. can be exchanged for Block count, but some realms may want things other than size.
The Spoils of War are very exploitable. Although at first it was the pinnacle of its design, we are looking in to making it so that realms may not propose uneven spoils to each other.
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The Influence Point System
As it stands, the I.P. system is pretty solid. However, we are looking in to giving it more impact to aspects other than wars themselves.
Encouraging Realms to Fight: This ties in with IP directly, as we want it to serve a more beneficial role to players as to encourage useage of the war or diplomacy system in general. Among our ideas for encouraging realms to fight: the fact that we may add other benefits to owning IP, as well as possible realm or alliance "perks" that may or may not be permanent. How am I doing on the ambiguity scale?
Declaring Victors and Losers in Wars more clearly: Currently, Surrender, Armistice, Stalemate, and Annihilation are all very difficultly achievable methods of seeing the end of a war. We are working on established a more clear cut way of ending wars. Until then, reply to it and give your thoughts :).
Giving it uses other than that pertaining to realm wars: I am thinking heavily about providing purchasable perks to alliances and individuals in addition to just the established War Perks. I would like to avoid making IP exchangable for in-game items, as Intelli and the staff in general is against this and I see the logic in it; it's tedious to us mods/ admins to give you your items (maybe an Influence Point shop if we go pro with plugs? oo), and so, just, no. But other things such as perks and unlockable features of alliances would be a step in the right direction. Give your suggestions :D

Individual "Rank" System
To avoid massive responses of flame, I am not referring to this as a "levelling system" as you would find in an MMO. But let's be realistic: levelling isn't the devil's spawn. It's only evil because it gives you no other option. What we suggest doesn't mean you HAVE to level, it just comes naturally.
So here is how it works: we institute a simple plugin that announces who killed who. If I am online, I will mark it down. If not, take a picture, put it in a thread I designate, and I will add it later.
The number of kills / deaths of each player are compiled on a forum post. There is also some simple formula that goes in to determining "rank" or "exp". Here are my two ideas for the system:
  • Experience System
    Players receive a set amount of experience after each kill they commit. Eventually, Experience leads to levelling up, which provides additional benefits to your realm/ person during wars, in alliances, etc. We aren't exactly certain how this will occur or to what extent.
    Ratio System
    Players are judged by a set ratio, and depending on that kill:death ratio, they are placed in a certain level. The levels operate the same way that they would in the experience system, but instead require skill rather than experience to achieve a higher rank. More fair? Maybe, maybe not. You discuss :D. Also, there would be a beginning requirement that you commit at least 20 kills, or something, before you are placed on this ranking, so that your first kill doesn't place you at a Infinity:0 bracket :P.

Reply and identify which bolded heading you are replying too! Thanks, community DevTeam! :D
#5009
This is by no means done, I just want some feedback.

Alliances
  • Restrictions
  • I believe alliances should not have a steady gain of IP just for being official. Instead, alliances should be given a modifier(dependant on the alliances degree) that boosts IP gain during wars. I also think that IP gained by an alliance should go into a pool, which can be divided however the members see fit. This way, A small realm can't start a war and drag the alliance into it, only to have the others do the work while they gain IP.
    Now for alliance structure itself. Alliances should start by being a two-realm, first degree team. They can then buy more seats or a higher degree with IP. This should negate a huge group of realms from starting up an alliance, going to war, and reaping the IP.
  • Additions
  • With the addition of alliance-based IP, realms can put forth their personal IP credits. I have some other ideas I'll tend to later in the post with IP transfers.
    I'd like to see Humanitarian Aid be able to generate a small amount of IP for alliances, but not a large amount, just enough to feel rewarding.
Influence Points
  • Transfer System
  • With a sytem of IP transfer instituted, alliances could more efficiently help one another in war. The problem is, without limits, this can be exploited. Alliances are not required for a transfer, but they can be helpful. A tax could be instituted, so that 15% of IP transfered must be payed for the transaction itself. Inter-alliance transfers (from one pool to another) should have a 10% tax, and additions to the alliances pool from an alliance member should have a 5% tax. This way, IP can be exchanged between realms almost like currency, but at a cost. Below is a sample form to follow if transferring IP.
    • Party Transferring IP: Terranobyl
      Party Recieving IP: OUR
      Type of Transfer (Inter-Alliance, Alliance Pool, Realm): Alliance Pool
      Amount Being Transferred: 250
      Fee: 25
long long title how many chars? lets see 123 ok more? yes 60

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