EarthMC Wars Roadmap #1804
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I would make a change in the war plug-in otherwise the rewards would be too minimal for the attacker Town is to remain part of the nation until they either successfully rebell OR after 21 days they can pay part, if not all, of the war chest that was sunken (lost to the system). Otherwise the attacker will always lose. |
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this is extremely minimal and the distruction of property adds another layer to the war as now its just "oh i lose a whew armour sets let me just go buy a new one real quick" this will add barely anything and probably be forgotten |
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is April 11 a typo |
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This is a perfect design of the normal siege war plugin for earthmc. It provides the ability to overtake nations and make actual wars without destroying peoples stuff for which they worked really hard. |
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Because you minimized the punishment of loosing I don’t see why the timeframe should also be minimized I don’t see any incentive in sieging a town if the aesthetic effects you gain can be reversed just by time alone |
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Attacker cost would be way too expensive, also could you add world/continent capital thingy |
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War Day is a good attempt to have fun as a completely free to participate pvp event and I see no reason to oppose it. It would be nice to not lose territory, items, or gold in the War System.
In the first place, If the goal is to add pvp as an element of gameplay, wouldn't War Day be enough and no need to introduce a War System? |
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and then they never introduced it |
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Summary
War, encompassing PvP between players affiliated with certain towns and nations, will soon be facilitated by EarthMC as a server-side feature. It has been an element of gameplay missing for the majority of the server's existence, due to the difficulty of implementing the feature in a sustainable manner. It will not involve unrecoverable loss of gameplay progress (examples being loss of nations, towns, town claims, building destruction, items in chests, etc). Instead, it will focus on geopolitical objectives. Players can expect to see an official announcement for any upcoming changes, as customary. This post is meant to navigate what war would look like, and give feedback or considerations on various aspects.
Why now?
With summer arriving soon, it is a good opportunity for the server to progress on a long-missing facet of gameplay. This would be on par with progress to migrating to Folia, and serve as an effective benchmark for server performance. Without the worry of losing gameplay progress, it should make sense to start to consider what war would look like in order to avoid any unintended impacts.
War days vs War system
Typically when discussing war, there are two distinctions made between how it is facilitated.
War days refer to an admin-initiated event in which the entire server is involved in (World War). These are typically free for all, allowing nations to attack each other and collect war points to prove who the strongest is. The strongest nation(s) are rewarded special items/recognition. These were common on the Classic iteration of EarthMC.
War system refers to the ability for players to declare war on one another's towns/nations, independent of admin intervention. This is typically done through investing gold/resources to initiate an attack on another town/nation. There was a beta test for a war system during the Nova iteration of EarthMC.
Both of these will be arriving to the server pending testing. They will be in beta, but there are not expected to be any major issues. The reason for hosting them on the production server (Aurora) comes down to stress-testing performance. With a non-destructive configuration, there is no need to worry about any damage or loss of progress.
How War days would look on EarthMC?
War days would operate as periodic events that are announced prior to happening, with a specific reward and/or objective. Upon the World War beginning, every involved nation’s towns will have PvP force-enabled. The basic principle revolves around occupying towns and killing enemy participants to accumulate points for your nation. Fully eliminating a town removes it from the war, while fully eliminating a nation removes all its towns from the war. There are effectively no stakes for involved nations, outside of competing for points.
If your town does not belong to a nation, you cannot participate in war days.
Nations can opt out of war days by doing the following:
For example, if Britain enemies Norway and Germany, they would only enter the World War if one of the two have them as a mutual enemy. If Norway also has Britain as an enemy, they would both enter the World War. However, if Germany does not have Britain enemied, or other nations, they would not enter war.
In the event a nation finds itself in a war they do not wish to participate in or just give up, their leader can run
/surrender
This will remove their nation from the war and eject all their towns from PvP status.War day configuration
During the War day event, involved players will keep inventory on death. After a certain number of deaths, they will be ejected from the war (eliminated) and no longer able to attack towns or participate for points. To start off, the World War will likely be some hours long and everyone online will maintain keep inventory.
When would War days arrive to EarthMC?
The tentative date for the first World War will be May 18th (Update). Once a specific time for the event is finalized it will be announced on the Discord announcements.
How a War system would look on EarthMC?
This is a very difficult question to address here, especially given if you aren’t familiar with how war would look like in Towny. If you’ve probably heard of SiegeWar, your perception of it is not impressive. This is most likely due to many servers utilizing a lackluster implementation, and falling short of expectations. However, SiegeWar would be the best plugin to build a war system on top of compared to others (FlagWar/EventWar) that involve direct loss of land or town ownership.
In order to create a war system suitable for EarthMC, a multitude of principles would have to be adhered to:
Instead of these punitive measures, rewards and objectives for a War system would be geopolitical-oriented. Following a siege defeat, a town is labeled as "Occupied by:" The town remains in their nation, with nation chat. However, they will suffer some attribute loss. Such as:
These attributes would apply to the town until it frees itself through a revolt siege. They allow for consequential changes, while maintaining the existence of nations and claim bonus/nation chat communication. This would not be an exhaustive or final list of attributes, but just some to get the idea of what can be done to occupied towns without loss of material progress or limiting gameplay too harshly. Any other ideas can also be evaluated for development feasibility, so feel free to voice your thoughts.
Summary of the War system
When would a War system arrive to EarthMC?
The timeline for a War system is much more nuanced than War days. The current development priority for the server is Folia, given it is performance-based. Once the schedule for this begins to solidify in the incoming weeks, it will become more apparent.
What does this mean for my town/nation?
You should be fine and not need to worry about any loss of gameplay progress (claims, items, etc). War days are essentially opt-in, and the War system would revolve around geopolitical objectives. Not to say there would be no impact whatsoever (otherwise, there would be no point for any of this) however it is nothing past convenience-related, or any significant loss of effort.
Conclusion
If there appear to be any short sightings or lack or clarity in this post, feel free to reply and I will address them. Feedback here will be used to gauge broadly how war should be approached. Eventually there will be an official announcement for anything implemented on the production server, following this. Thanks for reading!
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