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Post by Kentela on May 3, 2015 11:24:32 GMT
Also, we need to fix the timer, since I believe it had been past the 30 minutes when you guys came back for a 2nd go. Well, 16000 is 30 minutes I believe. I currently added a note to the timer saying that it should be finished at 24000. I was using the wrong math. Minecraft ticks are 1/20 every second but Redstone ticks are 1/10 every second. I was going off the Minecraft ticks but we're using redstone timers so my math was actually doubling ticks. 32000 was actually closer to an hour, and lag over time will help the time slip a bit too, so it's an approximation. As I said, 24000 is the new number, which is ~45 minutes. So assaults are now 45 minutes long?
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Deleted
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Post by Deleted on May 3, 2015 11:41:33 GMT
I'm just messing with the timers... Really the Assaults were about 1 hour with 32k ticks because of my poor math. I dropped it to 24K now, so we'll see how that goes.
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Post by guest on May 4, 2015 0:33:10 GMT
why not have a 10 min get prep time before each assault where players are required to remove all gear then the command blocks give each player the proper allowed gear. It doesn't require any knowledge of what enchants each side can use etc. cause the server would determine that. Then after each battle the gear is deleted from each teams inventories.
Or maybe there could be a defending team gear station and an attacking team gear station at spawn with gear made by players then a tp station for the defending team that takes them to their base. After each match the gear could be returned to the stations. The enchantments could be random allowed enchantments or they could be identical allowed enchantments.
To solve the respawn/cooldown issue each quadrant could be required to set repawns on the side farthest from the main entrance so attackers cant be immediately destroyed?
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Post by guest on May 4, 2015 0:40:00 GMT
maybe each team could be required to start at spawn assuming there is a defending team tp station and the tp station could determine that only the defending team can use the tp station and how long since their last death(if a cooldown is implemented) It would also set the defending teams spawn to spawn so they can regear quicker. Just ideas what do you guys think?
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Post by ladynarwhal on May 4, 2015 14:58:36 GMT
why not have a 10 min get prep time before each assault where players are required to remove all gear then the command blocks give each player the proper allowed gear. It doesn't require any knowledge of what enchants each side can use etc. cause the server would determine that. Then after each battle the gear is deleted from each teams inventories. Sure, fuck those people who spend actual time getting good armor and enchants. It's so much easier if everyone has those enchantments from the get-go. /sarcasm And the defenders being caught by surprise? Yeah right! Those ten minutes are more than enough time for the defending quadrant to get backup.Or maybe there could be a defending team gear station and an attacking team gear station at spawn with gear made by players then a tp station for the defending team that takes them to their base. After each match the gear could be returned to the stations. The enchantments could be random allowed enchantments or they could be identical allowed enchantments. This feels too hand-hold-y and command block heavy for me.
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DSNorth
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Post by DSNorth on May 6, 2015 9:24:48 GMT
maybe each team could be required to start at spawn assuming there is a defending team tp station and the tp station could determine that only the defending team can use the tp station and how long since their last death(if a cooldown is implemented) It would also set the defending teams spawn to spawn so they can regear quicker. Just ideas what do you guys think? This would only work if horses were allowed. Otherwise you're looking at a long old hike if people have built in the far corner of their quadrant.
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DSNorth
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Post by DSNorth on May 6, 2015 9:26:37 GMT
And to answer some of the other points - I don't think it's beyond any of us to craft and enchant a set of iron armour that we keep specifically for assaults. If we lose it we lose it, iron isn't hard to find and we can set up farms for XP grinding to get enchants if we want them. That's the point, the whole purpose of the assaults is to give us focus for building etc.
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