Ianftiz100 hosting!66.25.47.18:25567 for where the server will be. Right now it's public and non-rp. Map will be reset when SMP takes off.
Jobs/roles:
Miner - Pretty self explanatory. Hunts for all the good ol' shiny :Diamond:s, :GoldBar:s, etc. in the caves that the explorers find. Can also be escorted by guards for optimum effiency in mining. If everything works well, a miner will NEVER have to stop mining. A pretty risky job.
Guards/explorers - Guards the castle/base from all the on the outside, if someone isn't mining, in which they are always at miner's beckoning call. Explores for new caves, mountains, building spots at day. Also responsible for keeping track of where he went. If builders are working on building a new base, farm, path, whatever, it's the guards job to protect them. Needs to have a good sense of direction. Very risky job.
Guard sub-classes for heavily populated nations
Archer - Pwns things from the castle's bastions. ^^
Miner escort - Do you need an explanation?
Police force - Under the governor's DIRECT orders. Patrols for griefers and the like and puts 'em in prison.
Priority list for guards:
1. Builders, as they are defenseless when building new bases.
2. Miners. If a miner feels he needs some backup or whatever, he calls the guard.
3. Castle. When nobody needs him and nothing needs exploring, it is his duty to keep the castle safe from the moon's spawn.
Builders/blacksmiths/farmers - Builds the bases and crafts the tools. Smelts as well. Also is in charge of making and keeping . A real castle dweller, a pretty safe job.
Builder sub-classes for heavily populated nations
1.Builder - Creates buildings, maintains and repairs them, etc.
2.Farmer - Farms wheat and reeds.
3.Crafter/chef - Uses the furnace and creates all the equipment needed.
4.Mechanic - Makes things with redstone. Also creates things like cannons (Look up on Youtube) and incinerators and stuff.
Foresters/gatherers - Cuts and gathers :log:s , building supplies, for , for [>>-i>] , and everything else needed for the adventure ahead. (besides ore). Needs to fend for himself. Mediumly risky job.
Traders/caravaners - Transport goods wherever they need to go, for example, miners relay to the caravaner so he doesn't have to make the trip all the way to the castle. This part of the job is only needed when there is no minecart system available. Responsible for going to the marketplace to trade goods with rival factions as well. Risk value changes but is generally low.
Governor/diplomat - Is in control of the city overall. Decides when roles are to be switched and how. Negotiates with other cities. Cannot declare war on another city without telling the other governor, and must have a >50% vote from his own city to declare war. Can also issue a trade embargo with >50% of the vote. War automatically issues a trade embargo. Doesn't matter if the other governor agrees, you just have to let him know. Supervises to make sure everything is in line and is done correctly. He is in charge of zoning, i.e. where to put the next base. If people want to change the governor, we go as far to imply a working political system(full democracy) and the people will hold an 'election'. Also acts as a 'judge' when prisoners need punishment. Low to no risk job.
Assassin/spy - Works for one of the governors and collects information, eavesdrops, etc. Cannot steal or sabotage (e.g., :VV:ing stuff up) when war is not declared. If used to wreak havoc, steal, or hurt the other faction when war is not declared, he may get exiled. Basically meaning no sneak attacks allowed. Only one allowed.
Side jobs:
Mentor - This is useful for teaching new players. Whatever job you got, you would do it side-by-side with the other guy and give him tips and stuff.
Ambassador - Makes negotiations with other nations at their city/marketplace. When they are not there/unavailable, the governor will take his place.
Vice-governor - Fully takes over the governor's office when he is unavailable, imprisoned, or dead. This side job is required for someone to have.
Trading:
Factions/cities can trade goods with each other in the marketplace, which is a neutral zone separate from all cities, connected by trade routes. Caravaners are responsible for international trade. War automatically issues a trade embargo.
More about factions/nations:
-Stonehelm- Summary: A nation of tough men who know their way around in the wild. Dedicated builders, they erect huge castles and well-fortified cities. They are great foresters and guards. They focus on having and maintaining the most brute strength in the realm.
Architecture: Their creations are large, always have high walls, and have many complexes with high towers. Their farms and things like mine entrances are located inside the thick, tough walls of their cities. They work much like city states, in the way that everything they need is inside the castle.
Members: (work in progress) LegoSaur, Phosphorous####, Pimpmastaflex, Eskil, topher_hkr, and frankly, I forgot the rest. Post here if you were in this faction.
When the RPing first starts, there will be 3 factions. If you want to change factions both governors must agree. You can secede and create your own faction for whatever reason. You wouldn't be able to take ANYTHING at all from your former faction though. A faction must have at least 5 people to be recognized. Or you can just secede and be a loner.
Bandits/hermits: You can also join the game as a bandit camp, hermit, or raider. Bandits are 3-4 people max and make their own little society and do whatever they want. They can ambush your city. Hermits are people who live in small places at the edge of town and use other nations to trade with. Raiders are similar except they raid the city for goods instead.
Don't like the governor and want to take the nation for yourself? Riots and coups are startable! Whoever assassinates the ruler gets his powers.
The first governors will be MetalSand, ianfitz100, and LegoSaur. We will consider any themes for nations that you give us and decide who will control what kind of nation.
Political system/government:
Executable office - The faction votes a dictator by majority rule (Democratically elected dictator). This dictator also acts as the supreme judge, and can issue punishments. The dictator is known as the governor. He can set rules like whether skins must match the jobs, whether to declare war, and sets down basically any law he sees fit. He needs a democratic vote, however, to declare war on other nations and to issue trade embargos. His term would be 10 days. He can be re-elected, however, for as many times as the people want.
Court system - The governor acts as supreme judge. Punishments - Jail-time. The minimum sentence is 2 minutes, and the maximum sentence is 2 days. Temporary expulsion. The criminal is kicked out for a minimum of 1day, maximum 1 week. Exile. The criminal is outlawed from the nation forever. If he comes back he can face death. Warping. The criminal is banned from the server. Admins (LegoSaur or ianfitz100) have the power to overrule governors even from other factions at anytime and ban any member they want.
Diplomacy/interactions - All negotiations will be carried out by the ambassador. All information that needs relaying to other nations Will also be done by the ambassador. If the ambassador is unavailable, the governor or vice governor will carry these tasks out. For more information about the vice-governor and ambassador, see side jobs.
P.S, the assigned roles should have all the assigned gear, which the crafter gives them. Guards shouldn't have picks, miners don't need axes, etc. etc.
A caravan system where the gatherers put all their gathered materials into chests and then someone else comes along and takes the contents back to the castle . It would be even better if the miner could just drop the materials and then a partner could take this to a local depot which would transport the matierals back to the castle via minecart .
A caravan system where the gatherers put all their gathered materials into chests and then someone else comes along and takes the contents back to the castle . It would be even better if the miner could just drop the materials and then a partner could take this to a local depot which would transport the matierals back to the castle via minecart .
This is a good idea, thank you! I was thinking the miner could do that, but hey!
Each class has a central point where they work, which has a chest and a crafting table, furnace, etc. and it has 2 minetracks: 1 to go to the main building/base/thing and the other to go the other way. They also have 2 storage minecarts, and so instead of having another class to do that, everyone has their own making it much simpler. There could even be a central minecart subway station underneath the castle.
id be willing to host a serious rping server :smile.gif:
If you or one of the other hosts can hit me up about this once SMP gets an update (for monsters, is really all I am waiting for) I would be most grateful.
That should be a city structure. There should be other things like assassins(what I want), diplomats (for negotiations between cities) and TNT makers (people who hunt for creepers).
Rollback Post to RevisionRollBack
"I am a floating tree with limbs living in Antarctica. Screw logic."-floatingmagictree
Jobs/roles:
Miner - Pretty self explanatory. Hunts for all the good ol' shiny :Diamond:s, :GoldBar:s, etc. in the caves that the explorers find. Can also be escorted by guards for optimum effiency in mining. If everything works well, a miner will NEVER have to stop mining. A pretty risky job.
Guards/explorers - Guards the castle/base from all the on the outside, if someone isn't mining, in which they are always at miner's beckoning call. Explores for new caves, mountains, building spots at day. Also responsible for keeping track of where he went. If builders are working on building a new base, farm, path, whatever, it's the guards job to protect them. Needs to have a good sense of direction. Very risky job.
Guard sub-classes for heavily populated nations
Archer - Pwns things from the castle's bastions. ^^
Miner escort - Do you need an explanation?
Police force - Under the governor's DIRECT orders. Patrols for griefers and the like and puts 'em in prison.
Priority list for guards:
1. Builders, as they are defenseless when building new bases.
2. Miners. If a miner feels he needs some backup or whatever, he calls the guard.
3. Castle. When nobody needs him and nothing needs exploring, it is his duty to keep the castle safe from the moon's spawn.
Builders/blacksmiths/farmers - Builds the bases and crafts the tools. Smelts as well. Also is in charge of making and keeping . A real castle dweller, a pretty safe job.
Builder sub-classes for heavily populated nations
1.Builder - Creates buildings, maintains and repairs them, etc.
2.Farmer - Farms wheat and reeds.
3.Crafter/chef - Uses the furnace and creates all the equipment needed.
4.Mechanic - Makes things with redstone. Also creates things like cannons (Look up on Youtube) and incinerators and stuff.
Foresters/gatherers - Cuts and gathers :log:s , building supplies, for , for [>>-i>] , and everything else needed for the adventure ahead. (besides ore). Needs to fend for himself. Mediumly risky job.
Traders/caravaners - Transport goods wherever they need to go, for example, miners relay to the caravaner so he doesn't have to make the trip all the way to the castle. This part of the job is only needed when there is no minecart system available. Responsible for going to the marketplace to trade goods with rival factions as well. Risk value changes but is generally low.
Governor/diplomat - Is in control of the city overall. Decides when roles are to be switched and how. Negotiates with other cities. Cannot declare war on another city without telling the other governor, and must have a >50% vote from his own city to declare war. Can also issue a trade embargo with >50% of the vote. War automatically issues a trade embargo. Doesn't matter if the other governor agrees, you just have to let him know. Supervises to make sure everything is in line and is done correctly. He is in charge of zoning, i.e. where to put the next base. If people want to change the governor, we go as far to imply a working political system(full democracy) and the people will hold an 'election'. Also acts as a 'judge' when prisoners need punishment. Low to no risk job.
Assassin/spy - Works for one of the governors and collects information, eavesdrops, etc. Cannot steal or sabotage (e.g., :VV:ing stuff up) when war is not declared. If used to wreak havoc, steal, or hurt the other faction when war is not declared, he may get exiled. Basically meaning no sneak attacks allowed. Only one allowed.
Side jobs:
Mentor - This is useful for teaching new players. Whatever job you got, you would do it side-by-side with the other guy and give him tips and stuff.
Ambassador - Makes negotiations with other nations at their city/marketplace. When they are not there/unavailable, the governor will take his place.
Vice-governor - Fully takes over the governor's office when he is unavailable, imprisoned, or dead. This side job is required for someone to have.
Trading:
Factions/cities can trade goods with each other in the marketplace, which is a neutral zone separate from all cities, connected by trade routes. Caravaners are responsible for international trade. War automatically issues a trade embargo.
More about factions/nations:
-Stonehelm-
Summary: A nation of tough men who know their way around in the wild. Dedicated builders, they erect huge castles and well-fortified cities. They are great foresters and guards. They focus on having and maintaining the most brute strength in the realm.
Architecture: Their creations are large, always have high walls, and have many complexes with high towers. Their farms and things like mine entrances are located inside the thick, tough walls of their cities. They work much like city states, in the way that everything they need is inside the castle.
Members: (work in progress) LegoSaur, Phosphorous####, Pimpmastaflex, Eskil, topher_hkr, and frankly, I forgot the rest. Post here if you were in this faction.
When the RPing first starts, there will be 3 factions. If you want to change factions both governors must agree. You can secede and create your own faction for whatever reason. You wouldn't be able to take ANYTHING at all from your former faction though. A faction must have at least 5 people to be recognized. Or you can just secede and be a loner.
Bandits/hermits: You can also join the game as a bandit camp, hermit, or raider. Bandits are 3-4 people max and make their own little society and do whatever they want. They can ambush your city. Hermits are people who live in small places at the edge of town and use other nations to trade with. Raiders are similar except they raid the city for goods instead.
Don't like the governor and want to take the nation for yourself? Riots and coups are startable! Whoever assassinates the ruler gets his powers.
The first governors will be MetalSand, ianfitz100, and LegoSaur. We will consider any themes for nations that you give us and decide who will control what kind of nation.
Political system/government:
Executable office - The faction votes a dictator by majority rule (Democratically elected dictator). This dictator also acts as the supreme judge, and can issue punishments. The dictator is known as the governor. He can set rules like whether skins must match the jobs, whether to declare war, and sets down basically any law he sees fit. He needs a democratic vote, however, to declare war on other nations and to issue trade embargos. His term would be 10 days. He can be re-elected, however, for as many times as the people want.
Court system - The governor acts as supreme judge.
Punishments - Jail-time. The minimum sentence is 2 minutes, and the maximum sentence is 2 days.
Temporary expulsion. The criminal is kicked out for a minimum of 1day, maximum 1 week.
Exile. The criminal is outlawed from the nation forever. If he comes back he can face death.
Warping. The criminal is banned from the server. Admins (LegoSaur or ianfitz100) have the power to overrule governors even from other factions at anytime and ban any member they want.
Diplomacy/interactions - All negotiations will be carried out by the ambassador. All information that needs relaying to other nations Will also be done by the ambassador. If the ambassador is unavailable, the governor or vice governor will carry these tasks out. For more information about the vice-governor and ambassador, see side jobs.
I wish, but I am not going to. Waiting for someone else to host it.
Btw if we ever did get a server going, should I invite you?
I call miner.
This is a good idea, thank you! I was thinking the miner could do that, but hey!
Roles will be switched out, so don't worry, you will get your fair share of mining but everything else too.
Could you invite me when this idea takes off?
Each class has a central point where they work, which has a chest and a crafting table, furnace, etc. and it has 2 minetracks: 1 to go to the main building/base/thing and the other to go the other way. They also have 2 storage minecarts, and so instead of having another class to do that, everyone has their own making it much simpler. There could even be a central minecart subway station underneath the castle.
I'd be up for good RP like this when it comes available, but I wanna be in control of a separate city. :3
Yes. Yes you should.
I have to warn you, though. I already made plans with other RP servers, so I might not visit as frequently.
Vechs' Super Hostile map collection. PLAY THESE
If you or one of the other hosts can hit me up about this once SMP gets an update (for monsters, is really all I am waiting for) I would be most grateful.
Vechs' Super Hostile map collection. PLAY THESE
My server blog type thing
http://ltvicslist.tumblr.com/
"I am a floating tree with limbs living in Antarctica. Screw logic."-floatingmagictree