Now, at first I didn't think it was a good idea, but a couple really good points on the previous thread convinced me.
Firstly, not all gamemodes have to be solely for attracting players, we can use some gamemodes for convenience and keeping players here. forever because they're not allowed to leave.
Second off, we can make adjustments and add things to these gamemodes to give them a flare the other servers don't have.
And rather than adding every gamemode out there, because that's tacky, we can stick to a few originals.
This not only keeps playerbase, but by naming it, "Classic Minigames," it generates nostalgia and in turn, good PR.
Now, onto the actual suggestion, I believe these are the closest to the original minigames.
- Survival Games
- Skywars
Spleef
Post any games I may have missed, and tell me good ideas to add to my lists.
Firstly, not all gamemodes have to be solely for attracting players, we can use some gamemodes for convenience and keeping players here. forever because they're not allowed to leave.
Second off, we can make adjustments and add things to these gamemodes to give them a flare the other servers don't have.
And rather than adding every gamemode out there, because that's tacky, we can stick to a few originals.
This not only keeps playerbase, but by naming it, "Classic Minigames," it generates nostalgia and in turn, good PR.
Now, onto the actual suggestion, I believe these are the closest to the original minigames.
- Survival Games
Survival Games with MCMMO. (look MCMMO up).
I'm not talking permanent levels, that would eventually end up bad, but levels that only last 'till the end of the game you're in.
And the possibility of MCMMO levels appearing in chests. (Perhaps gained upon opening one, or maybe in the form of an item you can use?)
This adds a more RPG-like setup to SG, and the stat systems allow for more possibilities ingame.
People play for the different things that happen and the different ways they can win, this expands on that.
I'm not talking permanent levels, that would eventually end up bad, but levels that only last 'till the end of the game you're in.
And the possibility of MCMMO levels appearing in chests. (Perhaps gained upon opening one, or maybe in the form of an item you can use?)
This adds a more RPG-like setup to SG, and the stat systems allow for more possibilities ingame.
People play for the different things that happen and the different ways they can win, this expands on that.
Maybe they wouldn't have to be strictly traditional MCMMO stats (I don't remember what they all are). Maybe we could add some (or simply highlight ones that are already there):
- Speed - After running a certain distance, the Speed stat will increase, giving the player a very slight speed buff. As the stat level increases over time, so will the boost. This encourages players to move around the map often.
- Damage - This stat can be raised by dealing damage to other players. As it increases, the player is given a VERY SLIGHT attack boost.
- Gluttony - This sort of pairs well with the Speed stat. As a player eats more food, they raise this stat, and in turn, they're given a slight hunger replenishment boost to certain foods like meat. This encourages players to fight and move around to decrease hunger so that they can eat.
A second leveling system with much smaller boosts that allow for a system where the stats don't reset every round, these would be more like stat or skill trees, rather than set MCMMO skills.
A voting system where you can vote toward certain buffs or mechanics in the game, EX. Grace Period/No Grace Period - Double HP - Double MCMMO EXP. ETC.
- Skywars
This is gonna be a big one.
Map Mechanics.
Timed events on the map, and working functions for each map.
I'll give an example so you know what I mean
- A Pirates Life for Me -
You start off "Marooned" on an "Island."
Not exactly skywars since you'll be on an ocean, but close enough.
The "Second Set" of islands with the secondary items will be shipwrecks inbetween you and the center island.
The center island should be a rock spire sticking up from the water, circled by a small ghost ship
+Events+
Every so often something™ should happen, it should be completely randomized, however, to keep things interesting. Whichever event it is should also appear in the chat.
EG = Early Game
MG = Middle (of the) Game
LG = Late Game
EG - 75% MG - 25% LG - 10%
"Sharks in the Water" Swimming will be a possibility, but when this event is called, players in the water will lose massive portions of health until they get on land. During the first minute of the game, this should have a much higher chance of happening.
EG - 10% MG - 10% LG - 25%
"Come About!" The attack ship moves, changing to a random location facing a different direction, but still circling the rock spire. This will affect gameplay, if you get too close to the outward facing side of the ghost ship, you begin to take damage. If you're swimming outside the rock spire and the ship sails into you, you die.
EG - 5% MG - 35% LG - 10%
"Beware the Long Tom!" All players not wearing a helmet will take damage.
EG - 10% MG - 25% LG - 35%
"The Last of the Crew!" A skeleton will spawn at each shipwreck.
EG - 0% MG - 5% LG - 20%
"Fire Away!" One of the shipwrecks is destroyed, the closest one to the ghost ship.
~ Mechanics ~
Each round should have something happen based on what a player does.
This map will have just one mechanic.
You can "Fire" a cannon from each shipwreck, if the ghost ship is in position closest to your island, you have the chance to force several events.
35%
Beware the Long Tom!
30%
The Last of the Crew!
25%
Come about!
9%
Fire Away!
1%
Destroy the Ghost Ship
Map Mechanics.
Timed events on the map, and working functions for each map.
I'll give an example so you know what I mean
- A Pirates Life for Me -
You start off "Marooned" on an "Island."
Not exactly skywars since you'll be on an ocean, but close enough.
The "Second Set" of islands with the secondary items will be shipwrecks inbetween you and the center island.
The center island should be a rock spire sticking up from the water, circled by a small ghost ship
+Events+
Every so often something™ should happen, it should be completely randomized, however, to keep things interesting. Whichever event it is should also appear in the chat.
EG = Early Game
MG = Middle (of the) Game
LG = Late Game
EG - 75% MG - 25% LG - 10%
"Sharks in the Water" Swimming will be a possibility, but when this event is called, players in the water will lose massive portions of health until they get on land. During the first minute of the game, this should have a much higher chance of happening.
EG - 10% MG - 10% LG - 25%
"Come About!" The attack ship moves, changing to a random location facing a different direction, but still circling the rock spire. This will affect gameplay, if you get too close to the outward facing side of the ghost ship, you begin to take damage. If you're swimming outside the rock spire and the ship sails into you, you die.
EG - 5% MG - 35% LG - 10%
"Beware the Long Tom!" All players not wearing a helmet will take damage.
EG - 10% MG - 25% LG - 35%
"The Last of the Crew!" A skeleton will spawn at each shipwreck.
EG - 0% MG - 5% LG - 20%
"Fire Away!" One of the shipwrecks is destroyed, the closest one to the ghost ship.
~ Mechanics ~
Each round should have something happen based on what a player does.
This map will have just one mechanic.
You can "Fire" a cannon from each shipwreck, if the ghost ship is in position closest to your island, you have the chance to force several events.
35%
Beware the Long Tom!
30%
The Last of the Crew!
25%
Come about!
9%
Fire Away!
1%
Destroy the Ghost Ship
Spleef
Something similar has probably been done to this before but I'm putting it out here because I can™.
Spleef roulette.
Everyone spawns in their own arena, and gets a chance to dig around, at the end of the game, everyone's arena's get switched, but their relative position stays the same. (If you don't understand, ask me).
(Timing of the switch depends on arena size).
If the block you were on was dug under by the other person, you fall through and die.
If both people in the last round die at once, they both win.
This will continue until there are one or none people left.
Spleef roulette.
Everyone spawns in their own arena, and gets a chance to dig around, at the end of the game, everyone's arena's get switched, but their relative position stays the same. (If you don't understand, ask me).
(Timing of the switch depends on arena size).
If the block you were on was dug under by the other person, you fall through and die.
If both people in the last round die at once, they both win.
This will continue until there are one or none people left.
Post any games I may have missed, and tell me good ideas to add to my lists.
Last edited: