I think that castle siege seems like a cool idea. I think that it would work best with a starting period where teams build their castles, then they start taking turns attacking each other. Of course, tnt should be restricted since it would be too easy to blast through the castles. Other than that, it's a good idea.
Wrong sir, wrong. YOU stole the fizzy lifting drinks and YOU touched the ceiling, therefor it must be washed and sterilized! So you get nothing! You lose! Good day sir!
well one easy system (as long as the teams play fair) is to say you can't attack an undefended base. This will stop people from just destroying a base while others arent on, but there are no stupid restrictions. Aso i think you shouldn't just mine thru the walls of buildings, its kinda unfair. instead, either take down the door, our blow up the walls. its just more realistic.
No realism bitching, and no offline thing either. That never works. 100% vanilla is the only thing that will work. Ever.
Rollback Post to RevisionRollBack
Wrong sir, wrong. YOU stole the fizzy lifting drinks and YOU touched the ceiling, therefor it must be washed and sterilized! So you get nothing! You lose! Good day sir!
ya im used to small servers where many times only people from one group are on, but for a server this size it shouldn't be a problem. And nevermind about the realism, i realized most people cover there walls in water or lava (or atleast this thread suggests that) so that should make it hard enough.
and i don't like things like CTF or castle seige, there to restrciting on warfare. I think you win when you have made it so the enemy can't fight back.
Wrong sir, wrong. YOU stole the fizzy lifting drinks and YOU touched the ceiling, therefor it must be washed and sterilized! So you get nothing! You lose! Good day sir!
Does anyone know a good place to learn things like advanced mechanisms, mob grinders, and stuff like that. Most of this advanced stuff isnt on the wiki, and while i have found stuff just by google searching, i was wondering if there was like faster way to do it.
The reason I came up with made castle siege is intentionally to make it so it doesn't restrict at all.
Nothing at all keeps you from anything. It's just a set goal, to destroy the enemy block (Destroy, not bring back to your base)
It gets invasive and restricting when you stray away from the normal point. The difference from the current arena ctf games is
1. You put it anywhere, namely the castle you want to fight with.
2. You only need to destroy it. ( Gilguy, picture this little block as the civilian population)
3. There are no rules. At all. You do what ever you want. None of that time based/turn crap Urist was talking about. Use any art of war tactic, put your block miles from spawn, mine through walls, use tnt, 1x1 pillars, anything. Pure vanilla, but just an objective added so there is something concrete to fight for.
Also bear in mind that your type of pure vanilla is going on except for when this war is declared, giving natural time for prep.
_
The interference with vanilla is 0.01.
Here is my 2 cents against the "Fight until the enemy can't fight back". You really can't do that on minecraft like you can in the real world. Whenever you die, you respawn. You can always go out in the wild, dig a hole, mine a bit, and there you have full iron, and bread from your wheat farm. It is almost impossible to make the enemy run out of supplies. They can make as many underground bases as they want, and there is no way you can find all of them.
They only way there will ever be a true victor in that scenario is if
1. Both sides make a spartan charge against each other and one side rips apart the other. (Pretty limited)
2. One side uses a spy and manages to get the coordinates of the enemy's biggest base. They then walk there, enter with little to no resistance, loot the chests, dump laa, etc. ( This happens rarely, and it's really not that fun. Usually just a flame war of the other side saying that was cheap or what not.)
Does each sponge provide a diamond block or something? I like the idea of taking it back. That way, you need to not spartan charge, but thoroughly wreck, try to find the sponge, and seize it back? If you're ambushed on the way home, they can seize it back.
Another idea is this: Hide 9 sponges around the map. Secretly. Enjoy. They'll fight over it.
Rollback Post to RevisionRollBack
Wrong sir, wrong. YOU stole the fizzy lifting drinks and YOU touched the ceiling, therefor it must be washed and sterilized! So you get nothing! You lose! Good day sir!
interesting, but couldnt they just hide them in unreachable or findable spots? also, by destroy them i mean get rid of their farms, mob grinders and stuff until they have to start from scratch. This way, they have nothing to fight against us with, and always lose every fight with no hope.
interesting, but couldnt they just hide them in unreachable or findable spots? also, by destroy them i mean get rid of their farms, mob grinders and stuff until they have to start from scratch. This way, they have nothing to fight against us with, and always lose every fight with no hope.
As part of the game, both sides would have access to the coordinates of both sponges, and thus they are not hidden. But an unreachable spot may make things tougher. Perhaps it should make them automatically spawn on top of the sponge? Then they wouldn't be able to put it in lava or such. That would also encourage defense of a base, and allow one side to fight by wearing out the opponent's supplies.
About that, how would you find your opponents mob grinders and farms in a pure vanilla server? They will have them hidden well. If both sides are smart enough to avoid spies, it will be a stalemate.
Here is another thing I thought of. It will e a little more complex, but I still believe in will not interfere with the game.
Domination: Each side has their one sponge. They can put it anywhere. The location of the sponge marks their "base" which they spawn, and the coordinates are accessible by both sides like castle siege. Each side gets 100 "lives" and each time a player on the team dies, they lose a life. Each side also recovers a life every 30 seconds. There are two ways to win:
1) The opponent reaches 0 lives.
2) One of your teammates occupies the sponge for a minute without receiving ANY damage.
These are the reasons why I made the rules the way they are:
1) This makes it so the objective is to have control over your enemy's base. I chose a large number and fast recovery on purpose so that the objective is to have your enemy team in a spawn trap at their own base.
2) This encourages you to have a fortified base, as you cannot hide it.
3) The second way of winning is solely there to prevent a team from evacuating the base and hiding. It also encourages people to defend the base sufficiently.
4) It avoids the offline issue without the dreaded schedueling.
5) There are no rules that can be broken, making it less cumbersome to follow rules and enforce rules.
6) Nearly all of the art of war tactics can be applied here.
7) With a true objective, we have a basis to compare tactics. Before, we couldn't tell if a tactic was worthwhile since there was no clear situation or objective.
8) As far as I can see, there are no real "cheap" tactics (Spawn camping is meant to happen, and thus is not "cheap")
9) Spawn camping is often looked down upon, but in these terms, it simply means you have control of the enemy base.
Does each sponge provide a diamond block or something? I like the idea of taking it back. That way, you need to not spartan charge, but thoroughly wreck, try to find the sponge, and seize it back? If you're ambushed on the way home, they can seize it back.
Another idea is this: Hide 9 sponges around the map. Secretly. Enjoy. They'll fight over it.
I originally said a diamond block, not a sponge, it was meant to be an arbitrary sign of victory. But perhaps if they were sponges, you could get them by winning battles, which you then keep as a trophy?
but if you knew the location of the sponge, getting it would be to easy! and about not finding bases and stuff. Mob grinders are usually above ground from what i've gathered (i just found out what they are yesterday) so they should be spotable. Farms and stuff should be found by mining in known enemy territory. and maybe there should be a rule that you must have you main base above ground? cause it would be pretty weird if everything was below ground and the world looked blank.
and domination looks really confusing. a new life every 30 sec? not only is that hard to keep track of, but it will make losing all your lives almost impossible. and occupying the base for a minute without damage? sounds impossible. unless no one is on, which would make it easy, but then how does this avoid the offline problem? also, as you said the main strategy would be a spawn trap, which would make many of the tactics in this thread (ie. destroying supply lines) useless in my opinion.
but if you knew the location of the sponge, getting it would be to easy! and about not finding bases and stuff. Mob grinders are usually above ground from what i've gathered (i just found out what they are yesterday) so they should be spotable. Farms and stuff should be found by mining in known enemy territory. and maybe there should be a rule that you must have you main base above ground? cause it would be pretty weird if everything was below ground and the world looked blank.
and domination looks really confusing. a new life every 30 sec? not only is that hard to keep track of, but it will make losing all your lives almost impossible. and occupying the base for a minute without damage? sounds impossible. unless no one is on, which would make it easy, but then how does this avoid the offline problem? also, as you said the main strategy would be a spawn trap, which would make many of the tactics in this thread (ie. destroying supply lines) useless in my opinion.
First of all, that was intended to be a mod. The game would do the keeping track for you. It doesn't matter if a structure is above ground. They put it around 5 kilometers away from spawn. A circle with a radius of 5 kilometers would have over 75,000,000 squares to explore. It doesn't matter if a good vantage point allows you to view 20,000 squares. You would have to do that over a thousand times to find that tower. Very fun war there.
"and maybe there should be a rule that you must have you main base above ground?" This is what we are trying to avoid. Player made rules are a worse poison than plugins as they can be broken, and must be enforced. It also can induce doubt about the victor. If there are no player made rules, there is no doubt. If its possible, you can do it.
But about domination:
1) Again, this is a plugin keeping track, not a referee.
2)I explained how it would not be impossible as once you truly "capture" the base, you can kill them at spawn, going faster than the 30 second recovery. It is high to prevent it from becoming a team deathmatch.
3)Occupying the base for a minute without damage is not meant to be possible unless the other team is absent. It is there to solely prevent the other team from hiding. It is given that both sides are online during the game.
4)It does avoid the offline problem, as this game will be engaged manually while two factions are online and want to have a direct battle.
5) Spawn trapping isn't the "main strategy". It's simply proof that you have "taken control of" the enemy base.
6) Supply lines have long been obsolete in discussion. We have long established that their cons outweigh their pros.
7) Many tactics can be used. Traps to protect your base, TNT cannons, and I'm sure there are other things you can apply.
8)"but if you knew the location of the sponge, getting it would be to easy!" Both sides need to know the location at some point for it to be even a conflict. So take your pick; a game of hide and seek, or a war. It should not be easy as the other team will be there defending it.
10) Before arguing against a post, please read it more thoroughly. Some of the points I just made were ones I already made such as #3.
yes i so some of those, but i saw flaws in them (while it makes players not run from their base, it can be used to win easily while their way) I also did not know that it would be a plugin, in that case it makes sense. i also had no clue that supply lines were no longer used, i just started reading this.
Does anyone know a good place to learn things like advanced mechanisms, mob grinders, and stuff like that. Most of this advanced stuff isnt on the wiki, and while i have found stuff just by google searching, i was wondering if there was like faster way to do it.
Part of our undertaking will include a comprehensive knowledge-base covering all of these topics. From farming to mining to pvp-related TNT and redstone mechanisms.
thank you, phoenix. and Mathew there is still a problem with your plan. the speed you have to kill people is so fast you either have to:
a) Pour lava over their spawn point
or
b)go into a giant close combat fight
The problem with lava is that its cheap, and boring. and plan b not only means you disregard almost all the tactics in this thread, but also its more about who clicks fastest and has the most food/armor, not about strategy. Also, seeing as each team spawns in there base as a i understand, that means that while each side will die at about the same pace, the attackers will be sent back to their spawn, weakening the team until they get back. Meanwhile, the defenders get sent straight back into the action, and while the attackers are on the way back, they will get more lives.
thank you, phoenix. and Mathew there is still a problem with your plan. the speed you have to kill people is so fast you either have to:
a) Pour lava over their spawn point
or
b)go into a giant close combat fight
The problem with lava is that its cheap, and boring. and plan b not only means you disregard almost all the tactics in this thread, but also its more about who clicks fastest and has the most food/armor, not about strategy. Also, seeing as each team spawns in there base as a i understand, that means that while each side will die at about the same pace, the attackers will be sent back to their spawn, weakening the team until they get back. Meanwhile, the defenders get sent straight back into the action, and while the attackers are on the way back, they will get more lives.
So, i
1) About the second rule allowing an unfair way of winning, not really. This type of game is meant to be started and finished in one sitting (Maybe 2 hours at most) and thus, there should always be someone protecting the base.
2) They only recover one life every 30 seconds. Count to 30. It's not that short. When unarmed people are spawning over and over at their own base, and you have a diamond/iron sword, you can kill them fast enough.
I think you are still thinking the spawn camping and stuff is the meat of the match. The spawn camping does not happen until the very end.
3) You wouldn't need to go into a giant close combat fight
4) As I have stated, the killing part is only meant to happen at the end when the base is already captured. It's kinda just the cool ending where you see the enemies die, so who cares if you use lava at that point? This is not a team deathmatch
5)Although the defenders get sent right back into action, they are unarmed. If a party of attackers kills a party of defenders, all the defenders spawn unarmed, and are now meat for the attackers to kill, and thus you can say that the attackers have control of the base. The fact that the attackers are making minced meat of the defenders proves that they have control of the base, and thus, the killing wins them the game.
Here is how this battle should unfold: (Something like this)
With both bases placed, each side will send each attackers to the enemy with the equipment they prepared, while they keep defenders to protect the base. When the attackers get the base, they will be greeted by a tough fortification, rigged with traps and geographic obstacles. The defense have quite an advantage here as it is their house. They pepper them with arrows from their towers, and the attackers retreat behind a distant hill.
This time one attacker prepares a TNT cannnon and stays back. While the attackers go onwards, the cannon blows a hole in the wall that they go through. With another tnt, he hits the one archer tower and injures a defender. Meanwhile, the attackers rush through the hole in the wall into the base. The attackers made their way in, and are now about to loot their "farm". A defender hits a lever, and that "farm" blows up by the TNT they put there.
After many failed offensives, the attackers finally have their lucky one. The defense's supplies have been pretty exhausted, and the attackers go in again. They manage to kill all of the defenders, rendering them helpless at their spawn. The attackers have fun as they kill the unarmed defenders over and over, as their life count hits 0.
Of course that's a bit idealized, and it may not be that interesting, but my point is that the bulk of the match is going to be the attackers of each side trying to overcome the defenders of the other side. Perhaps the attackers may meet on the road, but here is the thing. The victory killing is only going to happen at the end, and I made the rules so it would only happen that way. This the type of war that should be fought, attacking and defending structures. Not playing hide and seek, not looting empty structures like an archeologist.
I made the rules so that:
1) Both sides know what they are attacking
2) Both sides will attack while also defending
3) It will be started by a sort of /challenge so both sides will be online.
If that is too long of a story, here is a shorter one.
Each side sends attackers while leaving defenders at the base. The defenders have an advantage, so they usually win, but eventually one side manages to pull through with the offensive, and wins by killing all the defenders and finally get to watch the fireworks as they spawn trap the unarmed defenders, reducing the enemy life to 0.
So, what are the implications of growing mushrooms on warfare? Even if mushroom growth is slow, it could make for a more effective healing item than growing wheat w/o bonemeal instead.
So, what are the implications of growing mushrooms on warfare? Even if mushroom growth is slow, it could make for a more effective healing item than growing wheat w/o bonemeal instead.
Grain would still be the most efficient. Its very compact. All you need is a stack of grain and a workbench, and that's plenty.
The amount each one heals isn't significant really because you don't have time to eat during the fight itself (You have to switch out slots and stuff) So you might as well just pack grain and a workbench for in between fights. Farming grain also doesn't require bonemeal, provided that you make a big enough farm. The farm in my base, is about 10x20x4. Well placed walkways and walls make it very easy to harvest and replant grain.
Keeping food in your hotbar is vital. You can back up and eat if it's in your hotbar. I think spawnsponge would get in the way. I want battles in one sitting, not wars. I certainly don't like the idea of lives. I think giving them an arena and rare artifacts will spawn wars itself. Hide 9 sponges! They'll fight over the possession of them.
Rollback Post to RevisionRollBack
Wrong sir, wrong. YOU stole the fizzy lifting drinks and YOU touched the ceiling, therefor it must be washed and sterilized! So you get nothing! You lose! Good day sir!
Do not restrict TNT. TNT requires mob towers to build. That's limit enough.
and i don't like things like CTF or castle seige, there to restrciting on warfare. I think you win when you have made it so the enemy can't fight back.
Nothing at all keeps you from anything. It's just a set goal, to destroy the enemy block (Destroy, not bring back to your base)
It gets invasive and restricting when you stray away from the normal point. The difference from the current arena ctf games is
1. You put it anywhere, namely the castle you want to fight with.
2. You only need to destroy it. ( Gilguy, picture this little block as the civilian population)
3. There are no rules. At all. You do what ever you want. None of that time based/turn crap Urist was talking about. Use any art of war tactic, put your block miles from spawn, mine through walls, use tnt, 1x1 pillars, anything. Pure vanilla, but just an objective added so there is something concrete to fight for.
Also bear in mind that your type of pure vanilla is going on except for when this war is declared, giving natural time for prep.
_
The interference with vanilla is 0.01.
Here is my 2 cents against the "Fight until the enemy can't fight back". You really can't do that on minecraft like you can in the real world. Whenever you die, you respawn. You can always go out in the wild, dig a hole, mine a bit, and there you have full iron, and bread from your wheat farm. It is almost impossible to make the enemy run out of supplies. They can make as many underground bases as they want, and there is no way you can find all of them.
They only way there will ever be a true victor in that scenario is if
1. Both sides make a spartan charge against each other and one side rips apart the other. (Pretty limited)
2. One side uses a spy and manages to get the coordinates of the enemy's biggest base. They then walk there, enter with little to no resistance, loot the chests, dump laa, etc. ( This happens rarely, and it's really not that fun. Usually just a flame war of the other side saying that was cheap or what not.)
But why? Why take the sponge?
Does each sponge provide a diamond block or something? I like the idea of taking it back. That way, you need to not spartan charge, but thoroughly wreck, try to find the sponge, and seize it back? If you're ambushed on the way home, they can seize it back.
Another idea is this: Hide 9 sponges around the map. Secretly. Enjoy. They'll fight over it.
As part of the game, both sides would have access to the coordinates of both sponges, and thus they are not hidden. But an unreachable spot may make things tougher. Perhaps it should make them automatically spawn on top of the sponge? Then they wouldn't be able to put it in lava or such. That would also encourage defense of a base, and allow one side to fight by wearing out the opponent's supplies.
About that, how would you find your opponents mob grinders and farms in a pure vanilla server? They will have them hidden well. If both sides are smart enough to avoid spies, it will be a stalemate.
Here is another thing I thought of. It will e a little more complex, but I still believe in will not interfere with the game.
Domination: Each side has their one sponge. They can put it anywhere. The location of the sponge marks their "base" which they spawn, and the coordinates are accessible by both sides like castle siege. Each side gets 100 "lives" and each time a player on the team dies, they lose a life. Each side also recovers a life every 30 seconds. There are two ways to win:
1) The opponent reaches 0 lives.
2) One of your teammates occupies the sponge for a minute without receiving ANY damage.
These are the reasons why I made the rules the way they are:
1) This makes it so the objective is to have control over your enemy's base. I chose a large number and fast recovery on purpose so that the objective is to have your enemy team in a spawn trap at their own base.
2) This encourages you to have a fortified base, as you cannot hide it.
3) The second way of winning is solely there to prevent a team from evacuating the base and hiding. It also encourages people to defend the base sufficiently.
4) It avoids the offline issue without the dreaded schedueling.
5) There are no rules that can be broken, making it less cumbersome to follow rules and enforce rules.
6) Nearly all of the art of war tactics can be applied here.
7) With a true objective, we have a basis to compare tactics. Before, we couldn't tell if a tactic was worthwhile since there was no clear situation or objective.
8) As far as I can see, there are no real "cheap" tactics (Spawn camping is meant to happen, and thus is not "cheap")
9) Spawn camping is often looked down upon, but in these terms, it simply means you have control of the enemy base.
This video series gave me the idea of this
I originally said a diamond block, not a sponge, it was meant to be an arbitrary sign of victory. But perhaps if they were sponges, you could get them by winning battles, which you then keep as a trophy?
and domination looks really confusing. a new life every 30 sec? not only is that hard to keep track of, but it will make losing all your lives almost impossible. and occupying the base for a minute without damage? sounds impossible. unless no one is on, which would make it easy, but then how does this avoid the offline problem? also, as you said the main strategy would be a spawn trap, which would make many of the tactics in this thread (ie. destroying supply lines) useless in my opinion.
First of all, that was intended to be a mod. The game would do the keeping track for you. It doesn't matter if a structure is above ground. They put it around 5 kilometers away from spawn. A circle with a radius of 5 kilometers would have over 75,000,000 squares to explore. It doesn't matter if a good vantage point allows you to view 20,000 squares. You would have to do that over a thousand times to find that tower. Very fun war there.
"and maybe there should be a rule that you must have you main base above ground?" This is what we are trying to avoid. Player made rules are a worse poison than plugins as they can be broken, and must be enforced. It also can induce doubt about the victor. If there are no player made rules, there is no doubt. If its possible, you can do it.
But about domination:
1) Again, this is a plugin keeping track, not a referee.
2)I explained how it would not be impossible as once you truly "capture" the base, you can kill them at spawn, going faster than the 30 second recovery. It is high to prevent it from becoming a team deathmatch.
3)Occupying the base for a minute without damage is not meant to be possible unless the other team is absent. It is there to solely prevent the other team from hiding. It is given that both sides are online during the game.
4)It does avoid the offline problem, as this game will be engaged manually while two factions are online and want to have a direct battle.
5) Spawn trapping isn't the "main strategy". It's simply proof that you have "taken control of" the enemy base.
6) Supply lines have long been obsolete in discussion. We have long established that their cons outweigh their pros.
7) Many tactics can be used. Traps to protect your base, TNT cannons, and I'm sure there are other things you can apply.
8)"but if you knew the location of the sponge, getting it would be to easy!" Both sides need to know the location at some point for it to be even a conflict. So take your pick; a game of hide and seek, or a war. It should not be easy as the other team will be there defending it.
10) Before arguing against a post, please read it more thoroughly. Some of the points I just made were ones I already made such as #3.
Part of our undertaking will include a comprehensive knowledge-base covering all of these topics. From farming to mining to pvp-related TNT and redstone mechanisms.
a) Pour lava over their spawn point
or
b)go into a giant close combat fight
The problem with lava is that its cheap, and boring. and plan b not only means you disregard almost all the tactics in this thread, but also its more about who clicks fastest and has the most food/armor, not about strategy. Also, seeing as each team spawns in there base as a i understand, that means that while each side will die at about the same pace, the attackers will be sent back to their spawn, weakening the team until they get back. Meanwhile, the defenders get sent straight back into the action, and while the attackers are on the way back, they will get more lives.
So, i
1) About the second rule allowing an unfair way of winning, not really. This type of game is meant to be started and finished in one sitting (Maybe 2 hours at most) and thus, there should always be someone protecting the base.
2) They only recover one life every 30 seconds. Count to 30. It's not that short. When unarmed people are spawning over and over at their own base, and you have a diamond/iron sword, you can kill them fast enough.
I think you are still thinking the spawn camping and stuff is the meat of the match. The spawn camping does not happen until the very end.
3) You wouldn't need to go into a giant close combat fight
4) As I have stated, the killing part is only meant to happen at the end when the base is already captured. It's kinda just the cool ending where you see the enemies die, so who cares if you use lava at that point? This is not a team deathmatch
5)Although the defenders get sent right back into action, they are unarmed. If a party of attackers kills a party of defenders, all the defenders spawn unarmed, and are now meat for the attackers to kill, and thus you can say that the attackers have control of the base. The fact that the attackers are making minced meat of the defenders proves that they have control of the base, and thus, the killing wins them the game.
Here is how this battle should unfold: (Something like this)
With both bases placed, each side will send each attackers to the enemy with the equipment they prepared, while they keep defenders to protect the base. When the attackers get the base, they will be greeted by a tough fortification, rigged with traps and geographic obstacles. The defense have quite an advantage here as it is their house. They pepper them with arrows from their towers, and the attackers retreat behind a distant hill.
This time one attacker prepares a TNT cannnon and stays back. While the attackers go onwards, the cannon blows a hole in the wall that they go through. With another tnt, he hits the one archer tower and injures a defender. Meanwhile, the attackers rush through the hole in the wall into the base. The attackers made their way in, and are now about to loot their "farm". A defender hits a lever, and that "farm" blows up by the TNT they put there.
After many failed offensives, the attackers finally have their lucky one. The defense's supplies have been pretty exhausted, and the attackers go in again. They manage to kill all of the defenders, rendering them helpless at their spawn. The attackers have fun as they kill the unarmed defenders over and over, as their life count hits 0.
Of course that's a bit idealized, and it may not be that interesting, but my point is that the bulk of the match is going to be the attackers of each side trying to overcome the defenders of the other side. Perhaps the attackers may meet on the road, but here is the thing. The victory killing is only going to happen at the end, and I made the rules so it would only happen that way. This the type of war that should be fought, attacking and defending structures. Not playing hide and seek, not looting empty structures like an archeologist.
I made the rules so that:
1) Both sides know what they are attacking
2) Both sides will attack while also defending
3) It will be started by a sort of /challenge so both sides will be online.
If that is too long of a story, here is a shorter one.
Each side sends attackers while leaving defenders at the base. The defenders have an advantage, so they usually win, but eventually one side manages to pull through with the offensive, and wins by killing all the defenders and finally get to watch the fireworks as they spawn trap the unarmed defenders, reducing the enemy life to 0.
Grain would still be the most efficient. Its very compact. All you need is a stack of grain and a workbench, and that's plenty.
The amount each one heals isn't significant really because you don't have time to eat during the fight itself (You have to switch out slots and stuff) So you might as well just pack grain and a workbench for in between fights. Farming grain also doesn't require bonemeal, provided that you make a big enough farm. The farm in my base, is about 10x20x4. Well placed walkways and walls make it very easy to harvest and replant grain.