So, I few days back I was considering making a map inspired by the Walking Dead game, in which your choices influences the world around you. I scrolled through many settings in my mind, such as a zombie apocalypse (how original), an open-world city game (based off of Arkham City), so on and so forth.
Then, I came up with a unique setting, making up what my idea is now. I titled it "Fraction."
What is it?
"Fraction" will be an adventure map inspired by The Walking Dead's choice system and the Minecraft factions server plugin. Basically, you go on missions to build up your faction, wage war on other factions, recruit players, and more. Now I know what you're thinking: Why not just call it Faction? Well, one: Fraction sounds cooler, and two: Your faction is a mere "fraction" of the other factions.
Choice System
In here I'll explain the choice system a little bit more. So let's make up a scenario: say you were scouting around your base and you find another faction. Then, the game gives you the choice of either raiding them or attempting to make them allies. If you raid them, you have less protection if someone attempts to assault you, but you get useful loot like armor and materials. However, if you ally them, there is always the possibility of them getting nice and comfy with you and then striking you when you least expect it, which could ruin your entire base.
Mission System
The generic mission/quest system is probably obvious, but there are a few tweaks that will take place. So you have the story missions and the side missions, both of which reward you. The story missions are required and are for progression, but compared to side missions, they have small rewards. However, the side missions have greater rewards, encouraging the player to invest his/her time into doing side missions. The story missions and possibly side missions will have points in which the player has to chose between doing one thing or another. Their choice will effect the next mission they do in that chain of missions (see choice system for more information). However, there are a few downsides, like tiers. Say that you do all the story missions in tier 1 and want to advance to tier 2. If you advance to the next tier, all uncompleted side missions in the first tier will not be complete-able.
Conclusion/Helping
So, do you like this idea? If so, please answer the poll questions and post a response to keep this idea active! I'm also taking requests for faction names and usernames. What I mean by this is that if you have a good enough faction name/username and you want me to add you into the game, I'll add you/your faction into the game and you will be credited in the "Special Thanks" section.
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One thing, if this is an adventure map, and it needs that plugin, it would require a server with said plugin in it to work yes? that could get fiddly, but with that kind of idea it shouldn't be too hard...
One thing, if this is an adventure map, and it needs that plugin, it would require a server with said plugin in it to work yes? that could get fiddly, but with that kind of idea it shouldn't be too hard...
I said it was based off of the plugin, you don't actually need to install anything except the map itself.
There is just ONE thing here that grinds my gears up:
No.
1) You have not patented this idea
2) This idea isn't even that original, a patent would be impossible anyway
3) You shared your entire idea on the internet, there can easily be mimics, and you'd be powerless to stop them.
Otherwise, it sounds interesting, but I don't know how skilled a builder/redstoner you are, so only time can tell how well this map will do.
Also, I always like the use the faction name 'Enigma', and play as a lone player (unless a server's got stricter land claiming, like some that REQUIRE 3 players to get land at all, etc.)
Right, I'll delete red text. At the time of posting this, I was just so proud of my idea that I wanted to make sure a small amount/nobody stole it
Also, do I have your permission to use the faction name Enigma, or are you just showing it?
I think the best way is to let the 'theft' happen, and just make sure you're the one to use the idea to its fullest potential, whether you'd be the first or not.
The big names weren't always the firsts, they were the bests.
Also, yeah go ahead, although I kinda feel it should have the gimmick of being but a single player focusing only on collecting ample resources (and ONLY attacking when others invade).
This also makes me think about the navigational aspect of the map: I'd assume it's all in one normal-generated world, like one would expect; or perhaps a non-generated world if you want to get more creative with that?
In either case, how spaced-apart would the factions be? I ask as while there's typically many around the 'spawn' area, there are some few that scatter far away in the outskirts of maps (like I myself would typically do) - will there be compensation to have factions like mine nowhere near as far, or will there be a means of fast-travel to speed up the map?
In fact, I have a suggestion for it, but you'd have to be clever about it:
Use maps, yes, vanilla maps
Before constructing your normal faction bases, generate a map with huge areas marked in red (iirc making a block of TNT creates a clear red)
Said areas will represent the factions - if factions are already build, you'd need to find space in the sky to do this, it should still work
Here's where it gets tricky: When the player ONLY-JUST enters the radius that a map covers, they get the map
If they continue to the next 'map section', the original one is removed, so they're left with the new one, and the previous one. I think keeping maps should be kept to 2.
If they get near a faction at any point (as they'll now be able to see via maps ); then perhaps a message appears allowing you to fast-travel to it? You can decide the radius yourself
Additionally, you could approach it like Oblivion/Skyrim, and only fast-travel if they've been right-aside/within the area already.
This is all possible, but not necessarily that 'simple', to do with a single redstone clock, based at a 'spawn chunk' - it can thus run constantly, even when no-one's there, and will /testfor the player(s) at specific points.
Also, bonus-points if you manage to get this working in MP.
Alright, I'll add the faction "Enigma" into the game, and I'll try to make it have 1 person in it. Yes, I am using a vanilla large biomes map. I plan to make a 'border' like on most faction servers. As for the total area, that's the size of a full map (largest possible map). For the factions, I plan to have 25-35 spread across the world. I don't really intend for the player to have a map of where the other factions are until they discover it in missions where you have to scout the area around your faction. Yes, a small message will pop up saying "Now Entering - Faction Name." I might include fast travel, like a little airship or something near your faction base that takes you to landmarks you've been to and impossible-to-reach-by-foot places.
Also, I plan to make it multiplayer-compatible, but it may get awkward since the missions are meant for singeplayer, so it would say you have 3 faction members but you really have 4 because of your friend.
Hmm...So you don't want them to see them on the map unless they've visited the map?
Okay, insane idea here, but if you're willing to put the time in (and trust me, it's a LOT of time - likely easier w/using NBTEdit to modify them in larger batches w/help from an image-editor)...BUT, you could take the normal, unaltered, map, and add ALL POSSIBLE VERSION of the map (i.e. version with each area found individually/by clusters (if possible)), then version with 2 areas found, etc..
Would take a considerable amount of time, and would be easier if some factions are treated instead as clusters of factions; but my god, it would help SO MUCH with gameplay, being able to know where everything is as you explore!
I'm curious how you'll make the airship idea work?
Would it be like a button-selector used to switch between factions by name, then flicking a lever to tp there? (and factions that haven't been 'discovered' are ignored)...Or something completely different?
As for MP:
Again, if you are clever about it, especially if they'll be a max. MP recommended players (usually 4), you could actually have messages like that alter depending on the player amount (iirc, the argument 'c=X' (where X is a number) can be used to count players), then a set of and gates could change the message as a result c:
I can definitely do the map idea for story missions, but story missions + side missions I'm not so sure about, as you can discover factions in any order.
The airship idea is kind of simple with the system I'm using: say you raid a faction completely and you recieve a special item from them, like a compass with a modified name. At the airship, you drop the compass into a hopper and it unlocks the option to travel to there. Once you get there, it gives you the compass back, which you can use to travel again. Or perhaps it unlocks the faction button/lever like you suggested, which would probably be more obvious to players.
As for MP: I'll probably just make a singeplayer and multiplayer version of the map, with minor differences such as dialogue.
I think items might get annoying, especially for the amount of factions planned here;
personally, I'd do it like this:
When a player's near/within a faction, a testfor registers them there, and adds points to a scoreboard that goes by the faction name (e.g. for enigma, they now have a point).
Each faction will need its own scoreboard; all dummy-scoreboards. It might get annoying to manage, but TRUST ME - scoreboards are a godsend for management!
When the player(s) return to the airship, and press a button for a faction, it'll run through a testfor BEFORE the tp command, checking if they have the scoreboard point for it.
It's up to you, but using items can be frustrating, especially if the player is a bit dim and somehow loses it, or if their inventory is so swamped they cannot carry it.
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I said it was based off of the plugin, you don't actually need to install anything except the map itself.
Right, I'll delete red text. At the time of posting this, I was just so proud of my idea that I wanted to make sure a small amount/nobody stole it
Also, do I have your permission to use the faction name Enigma, or are you just showing it?
Alright, I'll add the faction "Enigma" into the game, and I'll try to make it have 1 person in it. Yes, I am using a vanilla large biomes map. I plan to make a 'border' like on most faction servers. As for the total area, that's the size of a full map (largest possible map). For the factions, I plan to have 25-35 spread across the world. I don't really intend for the player to have a map of where the other factions are until they discover it in missions where you have to scout the area around your faction. Yes, a small message will pop up saying "Now Entering - Faction Name." I might include fast travel, like a little airship or something near your faction base that takes you to landmarks you've been to and impossible-to-reach-by-foot places.
Also, I plan to make it multiplayer-compatible, but it may get awkward since the missions are meant for singeplayer, so it would say you have 3 faction members but you really have 4 because of your friend.
I can definitely do the map idea for story missions, but story missions + side missions I'm not so sure about, as you can discover factions in any order.
The airship idea is kind of simple with the system I'm using: say you raid a faction completely and you recieve a special item from them, like a compass with a modified name. At the airship, you drop the compass into a hopper and it unlocks the option to travel to there. Once you get there, it gives you the compass back, which you can use to travel again. Or perhaps it unlocks the faction button/lever like you suggested, which would probably be more obvious to players.
As for MP: I'll probably just make a singeplayer and multiplayer version of the map, with minor differences such as dialogue.
I completely forgot about that method, thanks!
Thanks