Welcome to the proposition of a short, team based gamemode called Ricochet.
This gamemode is inspired from another gamemode on a completely different game.
Introduction:
Ricochet is a gamemode that can be in three different methods, 3v3, 4v4, and 5v5
The objective of the game is to score on the enemy's goal.
To do this, there will be a ball in the map. Both teams would rush to collect this ball.
There are two different ways to score, a player can either
This gamemode is inspired from another gamemode on a completely different game.
Introduction:
Ricochet is a gamemode that can be in three different methods, 3v3, 4v4, and 5v5
The objective of the game is to score on the enemy's goal.
To do this, there will be a ball in the map. Both teams would rush to collect this ball.
There are two different ways to score, a player can either
- Run the ball into the enemy goal for five points
- Throw the ball into the enemy goal for two points
Ball mechanics:
Now you may be wondering, how will the ball work?
My idea is that the ball would be a baby slime (the mob) with an incredible health boost effect.
To pick up the "ball" a user would punch the slime. This would put the slime on the player's head (Mounted on the players head), and give the player a glow effect.
A player would get a slime ball in their hand. They would be able to attack with this slime ball and do about the same damage as a wooden axe. A player with the ball could then right click to throw it. This throw would have similar trajectory to that of an arrow being shot, except the ball would be weighted down more.
The carrier would receive a slowness debuff when carrying the ball.
When thrown, the ball will retain it's slime form. This means it can be punched while being thrown in the air, allowing for the ability to catch the ball.
The slime would bounce off of floors and walls based on it's velocity and how it hits these surfaces
If the ball is not interacted with for about 20 seconds, it respawns.
Map design
A few ideas come to mind when it comes to the creation of these maps
Now you may be wondering, how will the ball work?
My idea is that the ball would be a baby slime (the mob) with an incredible health boost effect.
To pick up the "ball" a user would punch the slime. This would put the slime on the player's head (Mounted on the players head), and give the player a glow effect.
A player would get a slime ball in their hand. They would be able to attack with this slime ball and do about the same damage as a wooden axe. A player with the ball could then right click to throw it. This throw would have similar trajectory to that of an arrow being shot, except the ball would be weighted down more.
The carrier would receive a slowness debuff when carrying the ball.
When thrown, the ball will retain it's slime form. This means it can be punched while being thrown in the air, allowing for the ability to catch the ball.
The slime would bounce off of floors and walls based on it's velocity and how it hits these surfaces
If the ball is not interacted with for about 20 seconds, it respawns.
Map design
A few ideas come to mind when it comes to the creation of these maps
- Two base like areas across the map from each other, preferably on or near the same elevation
- A generally close quarters map with a few open areas (Think the map clue from murder, but larger and a bit more organized)
- Map sizes about 100x100 blocks
- Several routes to run from one base to another.
- Multiple spawn points for the ball (Preferably equidistant from the two bases)
- Multiple team respawn zones to prevent spawn camping
- No easy way to throw the ball from a player's own base, across the map and score a goal
Player mechanics
All players will have leather armor, dyed to their team color (Team colors to be determined)
To force the carrier to drop the ball, the carrier must be killed.
There will be multiple kits for players to choose from. See Player kits
As mentioned prior, the ball carrier would get a slowness debuff. This is to help enforce team-based gameplay. The player would also have a glow effect.
For players who are not in 1.9, there should also be a distance counter message that displays the player's distance from the ball carrier above the inventory.
When a user picks up the ball, their entire inventory (except armor slots) are replaced with a slime ball.
This slime ball allows the user to attack with the damage of a wooden axe
The slime ball also allows the user to throw the ball via a right click.
The game keeps the player's inventory in memory
Whenever the player disposes of the ball in some fashion, their inventory is restored.
If a player dies, their inventory is cleared, and they get their kit restored.
Player respawn timer is five seconds.
No items are to be dropped by death or by the drop key.
PvP is enabled between the teams, but not within (No team killing possible)
Cross teaming (constantly passing the ball to the enemy) can be reported
3 second respawn time.
Cosmetics and coins:
This kind of game opens itself to a few types cosmetics.
We could make particle effects, or other wacky things that happen after a goal is scored a cosmetic
Hats could be a returning cosmetic from murder
Messages for when a player scores can be a cosmetic
A player would receive a base 50 coins for completing the game
+2 per kill
+5 per carrier kill
+7 per goal via throwing
+10 per goal via walking
+25 for being on the winning team
Game mechanics
The Ricochet would enforce a 7 and a half minute game timer
First to 50 points wins, or whichever team has the most points when the timer ends.
After a goal is scored, the ball's next spawn location is broadcasted via beacons. The ball's respawn would be about fifteen seconds long.
Once again, running the ball into the enemy goal is worth five points, throwing the ball is worth two
Player kits
I am taking suggestions for kits! If you have any ideas, please contact me about them!
If you have any concerns or suggested changes in general, again please contact me about them!
All players will have leather armor, dyed to their team color (Team colors to be determined)
To force the carrier to drop the ball, the carrier must be killed.
There will be multiple kits for players to choose from. See Player kits
As mentioned prior, the ball carrier would get a slowness debuff. This is to help enforce team-based gameplay. The player would also have a glow effect.
For players who are not in 1.9, there should also be a distance counter message that displays the player's distance from the ball carrier above the inventory.
When a user picks up the ball, their entire inventory (except armor slots) are replaced with a slime ball.
This slime ball allows the user to attack with the damage of a wooden axe
The slime ball also allows the user to throw the ball via a right click.
The game keeps the player's inventory in memory
Whenever the player disposes of the ball in some fashion, their inventory is restored.
If a player dies, their inventory is cleared, and they get their kit restored.
Player respawn timer is five seconds.
No items are to be dropped by death or by the drop key.
PvP is enabled between the teams, but not within (No team killing possible)
Cross teaming (constantly passing the ball to the enemy) can be reported
3 second respawn time.
Cosmetics and coins:
This kind of game opens itself to a few types cosmetics.
We could make particle effects, or other wacky things that happen after a goal is scored a cosmetic
Hats could be a returning cosmetic from murder
Messages for when a player scores can be a cosmetic
A player would receive a base 50 coins for completing the game
+2 per kill
+5 per carrier kill
+7 per goal via throwing
+10 per goal via walking
+25 for being on the winning team
Game mechanics
The Ricochet would enforce a 7 and a half minute game timer
First to 50 points wins, or whichever team has the most points when the timer ends.
After a goal is scored, the ball's next spawn location is broadcasted via beacons. The ball's respawn would be about fifteen seconds long.
Once again, running the ball into the enemy goal is worth five points, throwing the ball is worth two
Player kits
Unenchanted armor
An Iron sword with sharpness one
A bow with power one
64 arrows
3 golden apples
An Iron sword with sharpness one
A bow with power one
64 arrows
3 golden apples
Armor enchanted with blast protection 2
An unenchanted iron sword
Explosive crossbow
64 arrows
two land mines that deal five hearts of true damage when an enemy steps on them
An unenchanted iron sword
Explosive crossbow
64 arrows
two land mines that deal five hearts of true damage when an enemy steps on them
Depth Strider 3 armor
An unenchanted stone sword
An unenchanted bow
24 arrows
3 water buckets. These work like normal, except can not be placed on spawns of the team or the ball, can not be placed near capture points, and only last for 4 seconds, with a 10 second cooldown.
Players can not take the source back.
An unenchanted stone sword
An unenchanted bow
24 arrows
3 water buckets. These work like normal, except can not be placed on spawns of the team or the ball, can not be placed near capture points, and only last for 4 seconds, with a 10 second cooldown.
Players can not take the source back.
Unenchanted armor
Sharpness one iron sword
An unenchanted bow
16 arrows
Vehicle requisition (A saddle)
The above item will, on right click, summon a speedy horse with a saddle on it's back. This horse lasts for about 5 seconds before it despawns. The horse can only be carrying it's summoner, and will automatically despawn if the summoner has obtained the ball. Cool down of 25 seconds.
Sharpness one iron sword
An unenchanted bow
16 arrows
Vehicle requisition (A saddle)
The above item will, on right click, summon a speedy horse with a saddle on it's back. This horse lasts for about 5 seconds before it despawns. The horse can only be carrying it's summoner, and will automatically despawn if the summoner has obtained the ball. Cool down of 25 seconds.
I am taking suggestions for kits! If you have any ideas, please contact me about them!
If you have any concerns or suggested changes in general, again please contact me about them!
4/5/18: Minor fixes to grammar and a respawn timer added
4/13/18: Added two new kits.
4/27/18: Added respawn timer.
4/13/18: Added two new kits.
4/27/18: Added respawn timer.
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