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Towny Development - Community Suggestions

Discussion in 'Suggestions' started by KurtTheFruit, Jul 5, 2018.

  1. KurtTheFruit

    KurtTheFruit
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    Good day to all!

    The ShadowXCraft Team has decided that we will push through with the development of Towny! But we really need your help on what should happen in this server. Before anything else, here's what towny can do (according to the plugin's website!).


    • Allows players to own and manage land based on a pre-set grid layout.
      • Players join towns and purchase plots of land.
      • Players decide who can build, destroy, use “switchs” and use items on every plot they control.
      • Towns can join together into nations, further structuring a server into teams.
      • Towns grant protection from monsters, pvp, fire, explosions and greifing.
    • Wilderness Rules (Optional)
      • Area between towns is wilderness, with its own build permissions.
      • Limit players’ interaction with the wild to just harvest-able blocks, keeping the wild pristine.
      • Roll-back tnt, creeper, wither explosions, dragon damage and endermen block-moving.
      • Block explosions and fire.
    • PVP Enhancements
      • Server with a strong PVP aspect will find Towny’s grouping of players to be invaluable.
      • Prevent friendly-fire. (Optional)
      • Nations split players into larger teams.
      • Nations can declare other nations to be allies or enemies, further splitting players into even larger teams.
      • PVP can be turned on/off in wilderness, towns and worlds. (Optional)
    • Towny War!
      • War pits nation against nation.
      • Fight for money and optionally land.
      • Collect Prisoners of War, break POWs out of Jails.
      • Highly-customizable options for what can and cannot be destroyed and built during war.
      • Explosions can be safely used in towns and revert automatically.
    • Teleporting/Warping and Spawning (Optional)
      • Players can spawn to their town upon death.
      • Players can spawn to their town or a town that is within their nation/allied with their nation.
      • Use of beds can be limited to personally-owned land and players can spawn there.
    • Customized modified chat. (Optional)
      • Colours, group prefixes and suffixes, nation, town, towny titles.
      • Channels for general, local, town, nation, moderator, admin and custom channels.
      • Anti-spam feature.
    • Shop plugin support. (Optional)
      • Limit shops to special Shop Plots, enhancing realism.
    • Economy plugin interaction. (Optional)
      • Supports all economy plugins.
      • Charge money for plots, towns, nations.
      • Flexible tax system.
      • Upkeep to remove money from the economy, stopping rampant inflation.
    I personally want the sub-server to be highly community driven, we need your suggestions/opinions, feel free to write them below!
     
    #1 KurtTheFruit, Jul 5, 2018
    Last edited: Jul 5, 2018
  2. KurtTheFruit

    KurtTheFruit
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    Here are my PERSONAL suggestions! (Not official features of towny, but my personal suggestions alone.)

    - No Server Shop, but player should be able to use buy/sell signs on their town shops.
    - Progressive Ranking System (Similar to Factions, but not time-based but rather money based).
    - Crates, Loot-box system
    - Griefing NOT allowed in towns
    - Jobs system (Jobs plugin, like digger, cook etc.)
    - Universal Organization system (like United Nations in real life) wherein Nations (groups of towns) may rent spaces in the server's spawnpoints as shop plots or embassies.
    - Towny's own staff ranks (?)
    - Nation Wars are possible (if two nations go on war)
    - Make nation founding expensive
    - Standard Economy (Not op, not hardcore).
    - /fly for players in the highest possible rank (In the progressive ranking system) :eek:
    - Keep Inventory on official server arenas.

    This will highly be community based, reason for why I won’t instantly be adding my own ideas. Help us out by replying below!
     
    #2 KurtTheFruit, Jul 5, 2018
    Last edited: Jul 5, 2018
  3. FallenCatalyst

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    Towny staff ranks and /fly seem like they would be bad ideas that could lead to abuse of power. /fly would make it harder to watch out for people that are actually hacking and others who have gotten to the privilege.

    As for the nation founding, perhaps it should be decently expensive but players start off with enough to found a nation plus a bit more? That way they can create one nation but will have to work before they can go make another one.
     
    rJayT2 and ADayToRemember_ like this.
  4. engulfedleader2

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    This sounds like an interesting idea. It just the time that it will take for this to be an actual sub-server.

    Staff = Government with Livestream/videos of changes in the towns and nations
    A tracker for nations with most money and power
    A prison system implemented into it for players breaking laws
    A different set of rules from other sub-servers
    /fly should not be a thing since you want wars between nations
    having a class system for players to choose (Knight/Ninja/Archer/Wizard)
    Custom abilities built within the class system
    Prisoners/slaves of the government. I'm kind of feeling a communist world for Townie.
    Custom worlds built around this. Maybe make custom portals that would lead to different sections like the palace of the lords.
    Custom mobs that would have abilities and would spawn in war zones/open world
    Dungeons for players to go to and explore. As well as Boss Fights
    A different currency rather than the in-game virtual money.
    Merchants that spawn in randomly to trade money for items and things for players
     
  5. KurtTheFruit

    KurtTheFruit
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    Hello! Some updates for towny, based from discussions in both discord + forum suggestions.


    NOTE THAT THESE ARE JUST POSSIBILITIES, AND NOT FINAL YET. We need your insights!


    Towny Plans (Updates.)

    - Rank Progression System will be looked into, here’s what we’ve got so far:


    6 different classes with each having their own perks in levelling up. Certain classes have perks and will earn more skills upon levelling. You may only choose 1 class, switching classes WILL reset your progress from your last class. The classes will be categorized into DAMAGE, BURST, UTILITY, TANK;


    Damage - Has good attack and defense. Great against Burst Players.

    Burst - Has weak defense but insanely good attack. Great against Tank players.

    Tank - Has great defense but very little in attack. Great Against damage players.

    Support - Provides potion/healing aid for the other classes.

    Magic - Mostly ranged class, can do spells and use items both for offense and defense.

    Utility - Utility class is for players who mainly want to focus on economy and building. Vital for a town’s growth and upkeep.


    10 different prefixes, prefix change for every 5 levels. Max level is level 50, Drastic improvement in perks for every 10 levels a player gains. (Levels = Ranks)


    ————

    Central Government System:

    - Senate (Kings of Nations)
    - Congress (Mayors of Towns)

    Before a player starts a town, they have to apply for the position in a towny forums thread. If they are approved, the central government will supply their Upkeep for 3 towny days, afterwards, the town MUST Support itself.

    Creating a Nation is possibly done by any mayor, the only hindrance is that it will be expensive to upkeep, reason for them having to partner up with other Mayors to create a Nation.

    The central government may provide towns/nations aide via proposals.

    Kings and Mayors are considered OFFICIALS. Players are allowed to file for certain requests as well, such as transferring of Kingship or Mayorship. Overall, the community may request for changes such as lowering or plot and/or residencial tax, lowering town upkeep, all they have to do is ask their leaders (Kings, Mayors) to file proposals to the central government.

    ——————————-

    We need more suggestions, keep them coming. We want towny to be highly community-driven. Help us out by sharing your insights below.
     
    Lightning and engulfedleader2 like this.
  6. trifire

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    Just to make sure... the 'central government' being the staff?
    This sounds really great btw.

    I love dungeons! Idk how viable this idea is, but it might be really neat to have players/nations building dungeons to challenge other nations. Also, this may be interesting to incorporate with the above mentioned crate/loot box system... you buy access to a dungeon, and the more challenging the dungeon, the better the reward.
    I think the merchants thing could be a really cool idea, though a custom mob would obviously be challenging to program. But it might be really neat to meet some trader guy out in the wilderness that would sell you an efficiency 10 pick or something. Speaking of which....

    I would really like to see items and/or status effects that cannot normally be gotten in vanilla minecraft. That was one thing that I found kind of disappointing in the factions kits/ranks, there were no items/permissions/abilities (except for /warp museum) that you couldn't have gotten playing minecraft the normal way. The custom enchants were awesome (some of them anyway) but you couldn't get those in the kits.

    I would love to see access to the Nether and End realms. To my knowledge, there isn't a subserver yet that gives access to the end, and I think that would be pretty cool with the new end realms added in 1.9.

    One other thing... and I know this is gonna sound weird. How hard would it be to rig some sort of super limited world edit in a survival world? It'd be really cool to use world edit style mechanics to build structures with blocks from your inventory. Just an idea, again I have no idea how hard/viable this would be.
     
    #6 trifire, Jul 11, 2018 at 12:46 PM
    Last edited: Jul 11, 2018 at 1:00 PM
  7. engulfedleader2

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    Making custom mobs with health and special stats isn't the hardest thing to do. Making all the mobs balanced is probably harder

    As for custom enchants for armor and weapons. It should be easy to make. The classes you choose should also have special moves corresponding to their kit.
    For EX: If the archer left clicks with the class bow it will shoot a barrage of arrows and will have a cooldown of 30 seconds (note this isn't really hard to make)
     

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