Hello all! I know there is another thread on this subject, but I'm think we should start building kingdoms. It would add a bit of role-playing and excitement to the game. it will all so be a lot of fun. I have made a few rules on how this proposed endeavorment would go down. PARAMETERS; each kingdom should have a different race (humans, elves, dwarvs) and should have a skin to match. A kingdom should include, a castle, a wall (optional) and a town. YOU MUST have a form post about where you kingdom is (screen shot) and at least 3-5 residents. I'm thinking after we have a few kingdoms have gone up there can be weekend wars, strategy, and allies. What do you think? Respond in the forms below or answer the poll.
Yes i expected that, but i would rather have a few people agree with me before i go and ask Sk and stuff. any way people can still start building castles and stuff.
This sounds fun, but there would need to be rules intended to disallow griefing. Maybe restrictions on how wars can be declared, what can be done in wars, where fighting is prohibited, etc. Also, this would be fun on Alice too.
Yes exactly, i personal i am not creative enough to do this on my own, and making up rules has never been my forte. (im all so very busy) But if anyone would like to contribute, please send me a message and we can get the ball rolling. Alice would be good too, a space/sci-fi thing would be pretty cool.
(The following is related to Vincent, as I think I will be dedicating my time there.) I think that if you are aiming to have a fulfilling kind of faction-based feel with a real sense of order/contest of countries then it should be a kind of shaky alliance feel between strictly two kingdoms. I'd limit it to two (or three) kingdoms because it would allow for two large kingdoms instead of the potential of two-peasant towns dotting the landscape. In order to discourage griefing and so on, the rule would remain strictly no destroying other people's things. In order to encourage competitions, we could declare a ground in between the two kingdoms as a sort of war zone, perhaps on one part of the war zone an arena (where kingdoms could compete/gamble resources on duels/archery contests.) The other part of the war zone an open field where we could hold events [like siege events, where both sides build a fort and duke it out. This would open up a single area for griefing/pvp, and belongings could be locked in chests to avoid people waltzing onto the battlefield with their entire lifetime supply of iron. The war zone could be markered off with obsidian and signs declaring it as such, with the understanding that no aggression is to take place once someone runs out of the border. I've never used a texture pack, so I'm neutral about the kingdoms having texture/race themes, although support different architectural themes. (For example, if I was gonna make a city, it'd be CARVED INTO THE GROUND.) This would open up a lot of potential, including players to elect or decide formal leaderships/government structures. For example, perhaps one kingdom allows one guy to call the shots, and the other kingdom uses a council of its 7 most active members. Then of course, if you're looking for an RPG element, kingdoms could cooperate to take the fight down into the monster caves or even into the nether. So that's my spin on it. Do it, but set it up so there are options on what to do. As people have said, it's important to keep the no-grief no-pvp rules, but for the sake of fun, we may consider constructing a "no-man's" land. The kingdoms need to be away from people's creations. Far to the east seems relatively uninhabited, so perhaps a three-kingdom triangle with our little medieval free fire zone, and take it from there. I'm in full support of this, 'cause player to player interaction keeps things interesting.
exactly, i think you may have more idea of what your doing then i do... Anyways Chis could you make the rules? like officially? i well not have time AT ALL in the next week or so, but the first thing is to say where the kingdoms are. this first one is fort pancake, building away from spawn. the wall that exists is the boundary, in the exactly opposite of spawn is where the other one should be.
Under the assumption that this is a) allowed. b) supported by some amount of people. I will draft something and post or submit or whatever within the next couple of days. At this second I've been up all night and need to sleep so I can wake up within three hours. So fort pancake will be the centerpiece of one kingdom ? Where is that exactly? I don't know about being opposite of spawn or having spawn in between or anything like that, as I think of this as an idea distinguishable and apart from spawn, otherwise, I'll draft something and then seek SK's approval if everybody kinda approves.
=/ So... I decided to move to Alice because of a lack of people on Vincent. Nevertheless, I will draft something which we can apply in whole or in part to either server. This is LONG, but that's because I attempted to hammer out EVERY detail. without being a COMPLETE dictator. 1. Location a. Distance from spawn - I believe that any side-project like this should be fairly distant from spawn so as not to ever pour over into spawn. My proposed minimum distance is 500 to 1000 blocks away from spawn in a compass direction. EXAMPLE: Kingdoms too close to spawn may crowd spawn or create an unwanted landscape near spawn. b. Consent of nearby inhabitants, if any - The location should also be fairly considerate of others' projects. For example, if a proposed kingdom would clash with a current project, the owner should give their input on whether they'd like to be a part of the kingdom, and if not, the kingdom should be moved. EXAMPLE: Creeper temple west of Vincent spawn. Say we decided, in a moment of stupidity, to place one Kingdom there and the other kingdom in the GIANT CIRCULAR HALO STRUCTURE. Well, the owners don't want these kingdoms there...problems ensue. Moral of the story, the locations need to be thoroughly scouted for inhabitants. c. Diversity - This is more for looks. I propose wherever we place the kingdoms on either server have a slightly varied landscape, or perhaps a lake, or a peninsula. Something that just LOOKS interesting, so that we can be proud of in on the realtime maps. 2. Number of Kingdoms a. No more than 4 - As the traffic of the servers doesn't go above 40 people at a time, and the number of people online at once is closer to 10 or 20, it is silly to make more than 4 kingdoms, but I'd place a hard cap at 4. b. Suggested, two kingdoms - Simply take the total number of people interested in this idea and divide it by 2. Then the people most interested in being leaders devise a government. EXAMPLE, 10 people interested, 3 want to lead. 1 leader wants to be a monarch, the other two want to be team-oriented. The 1 would begin a kingdom with his rule, and the 2 would begin a council with their rule, and begin their kingdoms. Matters like this would be player controlled, so if the monarchy wishes to change government later, it doesn't matter. 3. Setup of kingdoms. (Note: this is @$*ing long, because setting up the kingdoms properly will generate the most fun with the least RQing, and the least need for moderator intervention.) a. Physically - They should be separate and apart from each other with a fair number of blocks between them, with as much as 1000 in space between them. A specialized space between the kingdoms, no more than 500x500 (huge), would be marked off with signposts to declare it "Monster Territory." Monster territory would be mostly unlit, untamed land. It would be the ONLY PLACE where PVP or griefing would be acceptable, and it would be UNIVERSALLY understood and declared on the signs that the border was dangerous. This is where special PVP events could be held. The right to commit to PVP extends only to the SURFACE of monster territory, meaning any area exposed directly to sun/moon light. Any caves, tunnels, or area that does not have its surface exposed to the sky is considered SAFE. This will create the potential for players to create small safe bases UNDER Monster Territory. To this end, when the decision of WHERE Monster Territory is is made, the HEIGHT of Monster Territory should be declared. Anything ABOVE the height of Monster Territory becomes fair game. Anything BELOW the height of Monster Territory is SAFE. EXAMPLE: We declare the height of Monster Territory to be high, say y 80, well then the only fighting or griefing that may take place would be on elevated player-built platforms. If we declare it low, say bedrock, then ALL of Monster territory is subject to being broken up and destroyed. SUGGESTION: Monster Territory Height 66ish. This allows for underground safe zones and overground destruction zones. RULE: Do not build anything on or over Monster Territory that you want to keep!!! OPTIONAL: An arena in Monster Territory which would be half owned by both kingdoms, this being an area where we could set special events, contests, whatever. MONSTER KINGDOM: leaving a large portion of space between kingdoms unlit would open opportunities for Kingdoms to also cooperate with each other to take down a common enemy, the monsters, during times of peace. b. The Biome Treaty - The universally accepted treaty between the kingdoms. Perhaps both kingdoms could make a monument in-game respecting these laws, along with whatever other laws they want. You can rename this treaty whatever you want, but it should be in place for clear order. I. No kingdom member shall attack anyone outside of MONSTER TERRITORY, the area marked for war between kingdoms. EVEN IF a battle BEGINS in Monster Territory, once someone LEAVES monster territory, they are considered non-combatants, and therefore must be respected as peaceful. II. No kingdom member shall destroy any building, block, resource, lock, or player-created thing outside of Monster Territory. III. Unlocked chests and furnaces may be stolen from. However, all other blocks, whether lockable or unlockable, may never be looted. Also, unlocked chests and furnaces may not be physically removed. No block may be physically removed from another kingdom. ONLY Vanilla furnaces may be stolen. NO other type of furnace may EVER be stolen from. IV. Monsters are abominations and mutual enemies of all players. No actions may be taken to use monsters against another player or kingdom, even in Monster Territory. V. Espionage is legal. Though destroying blocks is strictly prohibited, pretending to defect or wandering into unlocked rooms is allowed. Espionage's powers are further limited in section XII of the Biome Treaty. VI. Temporary agreements between kingdoms must be strictly announced and adhered to, as well as restated on the forums and in-game. Temporary agreements also extend to agreements as to contests and other fun events. EXAMPLE: Leader of Kingdom 1 meets Leader of Kingdom 2 at Kingdom 1's castle. They agree that there will be NO WAR between themselves from June 1 to July 1 2012, Eastern Standard Time. A single thread is made for keeping kingdoms up to date on agreements at the forums, with the most pertinent information at the bottom. Nobody may attack anybody, even in monster territory, and this MUST be adhered to. Let's also say that the two kingdoms agree to have a wood-chopping contest, players should still act in a fair and sportsmanlike manner. VII. No one is exempt from the law. Even lone wolves who otherwise do not operate under any kingdom, flag, or faction but take part in the kingdom storyline must adhere to the biome treaty and agree not to grief or pvp outside of the designated Monster Territory. Lone wolves also must adhere to agreements between kingdoms for times of peace in the Monster Territory. VIII. Amendments to the Biome Treaty must be agreed to by Kingdom Leaders AND a server moderator. Alternatively, server moderators have the right to amend, cancel, or replace the Biome Treaty at any time WITHOUT consent of anyone participating in the Kingdom Project IX. Monsters are never afforded any mercy under the Biome Treaty, and may be slain at any time. Their structures, caves, and dungeons are also subject to pillaging and destruction outside of Monster Territory, jointly by kingdoms or by individuals. X. Any Pigman Village (Neutral NPC Villagers) is/are given the same rights as monsters under the Biome treaty, none. However, should a lone wolf, kingdom, or other entity claim an NPC village, it is expected under the Biome Treaty that players will respect this and leave the structures and villagers unharmed. XI. No person should ever bring any item into Monster Territory that they are unwilling to lose. Monster Territory is an area of open war against monsters and other kingdoms. A small fortress may be kept by kingdoms and lone wolves OUTSIDE of Monster Territory for the purpose of locking items BEFORE entering Monster Territory. XII. Members of the same Kingdom may not kill each other inside or outside of Monster Territory EVER. If a spy wishes to change sides, he must declare it openly and honestly outside of Monster Territory, through game chat and forum post, so as to limit the ability of espionage to information/resource gathering, and not deceitful murder. To this end, ONE thread may be kept pertaining to spies/kingdom members and their current status. This thread MAY be condensed into the same thread as the AGREEMENTS thread, and should be handled by the KINGDOM RULERS. EXAMPLE: If you are walking into Monster Territory with the intent to kill someone and they think you're friendly, you're about to violate XII. XIII. All violations of the Biome Treaty are punishable by MODERATORS. In the case of minor offenses, compensation can be sought instead of harsh punishment. ULTIMATELY, moderators decide what they want to do ALWAYS. EXAMPLE: Player 1 and Player 2 are both on the same side. Player 1 INTENTIONALLY OR UNINTENTIONALLY violates Rule XII for ANY REASON. Player 2 was carrying a stack of iron and Player 1 loots his corpse. INSTEAD of demanding Player 1 be banned, they can resolve it, by say, player 1 giving back the iron. ULTIMATELY, let's say this is common thing for Player 1, and sk feels like banning him EVEN AFTER he gives back the iron, the Biome Treaty can't protect you, it just offers an alternative to bothering the mods in cases where problems can be worked out. XIV. Portals to the nether, the end, or to anywhere that are placed or located within Monster Territory AUTOMATICALLY lead to a SAFE ZONE. EXAMPLE: Player 1 builds portal in Monster Territory during a battle, and he flees to the nether. Player 2 pursues and kills him. Player 2 has violated the rules. XV. Moderators that take part in the Kingdom Project/Storyline MAY NOT change the rules to benefit themselves or their kingdom using the "Moderators are supreme" rules. Moderators may, however, at any time use their "moderators are supreme" judgment for the benefit of the game and its fun. XVI. The common sense rule applies always. If it seems like something that would be against the rules, but does not appear here, then you should consider it against the rules and ask for it to be formally amended. If it hasn't been made clear, the moderators have the decision on whether the kingdom project is allowed to start or continue, and the moderators also have complete control of the manner in which the game is to be played, with absolute authority being handed over to SK. Don't argue with them, and have fun! c. Social Structure of Kingdoms - Think about the type of kingdom you want. Should it be a tiered society, a community, should there be miners and farmers? Should the group collectively pool some resources or individually horde all resources? Perhaps a community pot should be held by a treasurer where donations to the kingdom are kept. This is to be decided by the people who start the kingdom. d. Economic structure of kingdoms - Will you accept the server currency as the base currency? Will you provide open trade between kingdoms? e. Kingdom layouts - For the benefit of looking cool, both kingdoms should have at least slightly different architecture and should be created to be as pleasing to the eye as possible. Moderators have campaigned to keep spawn towns sexy, I think we should extend this to the idea of kingdoms. f. Considered small-scale alternative- Perhaps instead of large sprawling kingdoms with multiple members, players could declare factions, and then create the same kind of pvp "monster territory" area as I've outlined. This would allow for the same kind of group activity without the huge amount of time devoted to building and structuring a kingdom. This would basically take form by promoting a clubhouse or base instead of a city or castle. As said, same kind of group activity with a smaller scale of devotion for medium-sized server set. 4. The intentions of this idea - It's notable that the only reason I'd give such thought to a complex set of rules like this is to ensure fun. I would like to see people responsible enough to juggle pve and pvp on the same server, and create a faction/kingdom system that thrives and is fun, at the same time I've put a lot of thought into the different things that would be annoying and counterproductive to fun. For example, I think it would be outrageous for 10 people to spend 3 weeks building a mega city to have someone else come and level half of it overnight, so I put in place the Monster Territory. Then I thought, gee, there should be some sort of benefit of an enemy faction member hanging around the enemy kingdom...so I figured...hey, unlocked chests and furnaces should be lootable. Then I thought...hey, if we implement this on Alice, people will be derps and steal from electric machines...so I made a rule for it. Then I thought...hey Monster Territory can be used to lure people in and then say HEY THIS IS PVP land SO I CAN KILL YOU, and created rule XII to protect people from being stabbed in the back. In the end, to anyone reading this, and whether this idea takes form or not, realize the end result is looking for fun. Yes, griefers may consider griefing fun, but we want what's widely acceptable and fun for everyone. That's the purpose of this, to create a kind of game within a game to make it more than mining and collecting for the sake of self, and turn it into a collective effort to do stuff! Mods have outlawed PVP and griefing, and continue to do so for one reason: people are goddamn irresponsible. Done right, this could be fun. Done wrong, this is a moderator headache. So my last word is: Anyone interested, do it right or not at all
It would be cool to put potential rewards in the 'monster zone' to warrant going inside, plot explainable things, say a chest with a diamond inside, inside a broken tower. Things like that.
a diamond? seriously? also once the diamond is gone its gone and if it regens in the chest then poeple would farm it-so it is very unbalanced to do that. for a third race: machines! edit: I meant just another race. I do have a skin for it (not my current one, made by me on http://www.newgrounds.com/portal/view/571250)
not a spawning diamond, that would be stupid. Just a small POTENTIAL reward for braving the wilderness, a reason to not go around. Maybe a diamond would be a bit much, just some scattered points of of interest to promote exploration.
Cool. I'd pledge time and support on the thread SK re-dedicated to this idea. http://skcraft.com/threads/public-war-rp-server.609/