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SERVER GAMEMODE - Heavy Economy

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Cool_Time22's Avatar Cool_Time22
Level 28 : Expert Scribe
28
Hey there! So, the other day I had an idea for a server gamemode. Basically it makes use of the economy plugin a lot more than it usually does. So, I'll just get started explaining my idea more in-depth.


CITIES

First off, in order to implement this gamemode, you need a sizable spawn city. Think of it this way - Take how long you must travel outward from spawn in order to build on certain servers, and make that entire area the spawn city. Now that we have that out of the way, make some towns or other cities - even just server territories such as farms or random inns - nearby the spawn city, close enough so that there is little room to build or destroy. Make sure that the spaces in between these areas are protected from editing, otherwise the gamemode will not work. Within the cities should be houses that players can buy using whatever currency is used on the server. These houses can have set interiors, semi-editable interiors (placable furniture, redecoratable rooms, etc) or fully editable interiors. As long as the exterior is not able to be edited, do whatever. However it would be wise to make the server-owned territory safe from pvp and hostile mobs - you want to stress the economy in this gamemode, and making the spawn simply a large area won't stress the economy that much. Which brings us to the next section.

MONEY

Money would be very valuable in this gamemode. Instead of gaining money for selling materials - which can be done, just a little more difficultly - you would gain money doing other things, too, such as building, hunting peaceful mobs, or selling items. For example, in a regular economy server you would probably do this:
   Mine 5 IRON ORE =Smelt ORE> 5 IRON =Sell IRON> $20 =Buy 1 DIAMOND> Success!
However, on a Heavy Economized server, this would be more common:
   Buy 3 IRON + 2 STICKS =Craft> IRON PICK =Sell PICK> ~$15
See the difference? Instead of the goal being diamonds and power through territory, the goal would be money and power through such. By removing most of the need for mining and other generic tasks, but increasing the need for smart buying and selling, it places more of an emphasis on not only the economy system, but player choices. One player buying tons of food and stockpiling it for themselves could cause a food shortage in a certain area, thus increasing the price of food. Instances such as this would make the price of items fluctuate and make money more valuable, and as such, rare items such as diamonds and quartz more valuable as well. But what of material shops?
Well, these would work too, but in a more roundabout way. I'll split it up into two sub-sections: Elemental items, which cannot be crafted but are found naturally, and compounded items, which are not found natuarlly but can be crafted.
     - ELEMENTAL 
Elemental items would be sold in an Admin Shop, or could be gathered in the wild. In both of these instances one would have to sell the materials at a fairly low price depending on the price and rarity of the item. For example if you were selling dirt that you bought at the admin shop for $0.50, the dirt could be sold again for $1. However, if diamonds were found in the wild by you, but sold in the admin shop for $50, you could pay upwards of $100 because you had to go find the diamonds yourself. In addition to this, a system could be implemented in which elemental items - or any items - would be marked telling whether they were found in the wild or bought and resold.
     -COMPUNDED
Compunded materials such as wooden planks, dyed wool, or other craftable items not normally found in the wild would be priced one of two ways. Either they would be slightly over the price of the original material or materials combined, or they would be slightly over the price advertised in the admin shop. It would probably depend on how the original materials were found or the player preference - if they wanted competitive prices, then the admin shop comparison would be the way to go, but if they wanted more money for their items then they should use the combination method.
Players could also charge money for services such as protection in the wild, finding a specific material for them, or showing them to a location.

PLAYER OWNED TERRITORY

Players would also be able to own certain territories. These would be divided into two types, wild territories and city territories.
WILD territories would be certain areas in the wild that players could mark as 'theirs'. Additionally, players could buy many territories and then sell them off to the highest bidders this way, instead of using a third party. Wild territories would not be expandable, but any ores underneath the territory would automatically belong to them. After a territory has been mined of over %5 of ore, however, it would permanently belong to the miner. This would prevent anyone from mining out a territory and immediately selling it. Any diamond ore mined would automatically count as %5 of ore having been mined, because of the value of diamond.
CITY territories would be designated spots within server-owned cities that players could purchase from one of two sources. Either buy lots closer to the spawn area from the server's admin shop, or buy lots further away from the spawn from a player who has previously bought these lots but then put them on the market. On the other side, buying unowned lots at least 100 or so blocks away from the spawnpoint could allow you to sell these lots and make profit. Lots would automatically be built using a template of sorts, saving resources. In addition, a system could be implemented to add more floors to these buildings, or to merge them with other nearby buildings with the same owner. Since the exteriors could not be edited, any ore underneath would automatically be sold to the server and half the value would be reducted from the price of the lot. The ore would stay where it was aside from the least valuable type of ore closest to the surface and the front of the building which would be replaced with either dirt or stone by a plugin. 
All players would also need to have a home. An area near spawn acting as a sort of apartment complex would be good, with low rent but also low room space. Residential areas would be set aside for players to buy their own homes or they could buy or claim wild territores. In any case a player would always need one house at any time (unless their balance was lower then the spawn rent, in which case they would be in poverty) but can only have one home at any given time.

BANKRUPTCY / POVERTY

If your balance falls below that required to get any sort of house anywhere, you are in poverty. In poverty, you cannot buy items or sell items for more than the price at which they are sold in the Admin Shop. When in poverty it is possible to attack other people in poverty, but not to kill them. Once they are at half a heart, you are unable to harm them, but their hunger will start going down at the rate at which it does while sprinting. This effect lasts until any food is eaten or any item is given to the attacker, thus becoming the equivalent of a robbery. Once food is eaten or an item is given, three hearts are returned to the victim, but they can continue to get robbed after this. Once three items have been given to the attacker or two pieces of food have been eaten, the victim becomes invulnerable to attack for ten minutes.
If your balance falls to zero, you become bankrupt. Any items you have on your person are sold to the server after five minutes of bankruptcy and any territories are sold after eight minutes. This puts great emphasis on the principle of staying afloat and keeping your balance above zero. Note that when your balance falls to zero your balance is also below that required to get any sort of house anywhere - effectively putting you in poverty. However, when bankrupt, you are only able to be robbed once as you will likely come out of poverty and bankruptcy within eight minutes.

CONCLUSION

So yeah! That was my server gamemode idea, Heavy Economy. Please diamond if you enjoyed, favorite if you plan to use this on your server, and comment with suggestions. Also, if you plan to use this on your server, feel free to copy this basic guide and post iton your forums. Just give me credit please :3

-have a cool_time!
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