Ships Can Be Useless

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  • #10764
    Crazy Pirate
    Member
    • Topics: 110
    • Replies: 1997
    • Total: 2107
    • ★★★★★★★

    I miss V1… the skyworld idea has been around for a while, hopefully starting it brings in new players, and some old ones, like tim. I think that the best way to reduce server dependence on TP is to bring about the following;

    Longer cooldowns, but a gradual change.

    Community projects to build paths, canals, aqueducts, rails, etc. Possibly payment?

    Transport links between the main hubs (trade, cove, spawn, skyshop, shop, donate, etc), which smaller towns can connect too to gain access to all the warps.

    Take the following scenario; I’ve gone to skyshop to find some wood, but its out, so I take a ship/minecart to trade. Over time, warping from my house to trade, and back again takes time, so I decide to do 2 things; I buy a house at trade, so I can spend my cooldown time in safety, and begin construction of a rail link between my town and the nearest “warp”, cove for example, so I can also have a link to every other warp on the server via rail. So, not only does the economy of the warps increase due to increased stays, but they also gain links to smaller towns.

    #10766
    GodsDead
    Keymaster
    • Topics: 794
    • Replies: 3343
    • Total: 4137
    • ★★★★★★★★

    I miss V1… the skyworld idea has been around for a while, hopefully starting it brings in new players, and some old ones, like tim. I think that the best way to reduce server dependence on TP is to bring about the following; Longer cooldowns, but a gradual change. Community projects to build paths, canals, aqueducts, rails, etc. Possibly payment? Transport links between the main hubs (trade, cove, spawn, skyshop, shop, donate, etc), which smaller towns can connect too to gain access to all the warps. Take the following scenario; I’ve gone to skyshop to find some wood, but its out, so I take a ship/minecart to trade. Over time, warping from my house to trade, and back again takes time, so I decide to do 2 things; I buy a house at trade, so I can spend my cooldown time in safety, and begin construction of a rail link between my town and the nearest “warp”, cove for example, so I can also have a link to every other warp on the server via rail. So, not only does the economy of the warps increase due to increased stays, but they also gain links to smaller towns.

     

    I’ve tried many times for server projects, I REALLY want to get the server paths and aqueduct sorted, I thought this would end up just being me that had to do this 🙁

    They both need project leaders to organise the building, and keep people motivated.

    Server Road Design & Blueprints

    I started a randomly generated road by myself based on the dynmap lines I draw on the map, I was going to do another for the Aquaduct from spawn to the Cove too.

    I know where I want them to roughly go, Just no team to help start this!

    #10780
    MrDork
    Member
    • Topics: 111
    • Replies: 670
    • Total: 781
    • ★★★★★★

    OK guys stay on topic, just so everyone knows, I am not using warps anymore. I now have a ship of my own and I am willing to open it up on the seas. Thank all of you for inspiring me. If you wish to join this act, contact me ingame. Also if I see a warped player, they might end up on my list.

    Hi

    #10788
    Crazy Pirate
    Member
    • Topics: 110
    • Replies: 1997
    • Total: 2107
    • ★★★★★★★

    Well, I’ll ask the Empire if their happy to help, we are working on a LOT at the moment, but I’m there are some willing to help. Perhaps incentives are the way to go?

    #10790
    no u
    Member
    • Topics: 16
    • Replies: 103
    • Total: 119
    • ★★★★

    I have an idea. We could make it so it charges for warping based on rank, like:

    $5 for deckhand

    $10 for cadet

    $15 for sailor

    And so on.

    #10799
    raven
    Member
    • Topics: 28
    • Replies: 157
    • Total: 185
    • ★★★★

    i still stand on it, warps are handy due to allowing new players a quick way to get out of dangerous territory with out starving to death.

     

    but removing them wont make people use ships more. personly i think more players will quit since they cant get to half there bases any more. and when it comes to traveling all people will do is use a mincraft boat since there faster.

     

    so i suggest it once again, i cant remember which of you guys it is, who ever it is that is programming plugins, contact me, i can help towards a plugin to make trade routes that will destroy goods if tpa is used, so people will be forced to travel by boats to earn max profits.

    #10804
    michty
    Member
    • Topics: 33
    • Replies: 285
    • Total: 318
    • ★★★★★

    Assuming that area near any warp is not much safer then area near spawn, because most noob hunters use dynamp anyway, warps are not really key factor for new people. They don’t even know what does each warp have, and most of them don’t check them out at all for long time. It is also extremely easy to find or make random teleportation plugin, which would allow you to /wilderness once a day or something like that. Way safer, and it saves out the trouble of warps.

     

    Also @Godsdead, there are few things which prevent people from using ships and other methods of transportation:

    1. Cruise mode moves too often, cruise was designed so you can sail while doing something on board.

    2. Minecarts are EXTREMELY slow, way slower then in vanilla. I have no idea whether that is intended or not, and what plugin causes it, but it is the case. This made them practically useless.

    3. Claim has min wide of 8. This is a big problem. If you want to make railway or cannal, you might as well want to claim it. But this consumes 8000 claim blocks for every 1000 blocks of length of 1 block wide rail! That is ridiculous! We planned one railway project with DirectorAnivian, and actually started working on it, but it was stuck on claim blocks, as any other transportation project before!

    ---
    michty
    Prime Minister of the British Empire
    Governor of the Province of Canada

    #10806
    _CaptainD
    Member
    • Topics: 1
    • Replies: 21
    • Total: 22

    Maybe all we need is a little propaganda like Dorkito is suggesting. I mean, with great power comes great responsibility right? If enough people can band together to minimize tps willingly then the issue would resolve itself. tping would become a sort of taboo that we all have access to, so it wouldn’t be too difficult to apply pressure to abusers once enough people have weened off of it.

    #10807
    _CaptainD
    Member
    • Topics: 1
    • Replies: 21
    • Total: 22

    The only thing that has kept me from building a good ship is that they are far too easily griefed. Now, if ships worked like any other claimed property only they are mobile, you better believe I would be all over that. The fact that your ship can be sunk  (if in an unprotected area) while you aren’t even online though is very disheartening. That is why most people keep theirs stowed on their protected property – they are just for looks. @GodsDead would you consider this an option if it is even possible?

    It only results in frustration and wasted time right now. The way I have it visioned is that ship battles would work like /seige. The loser would be forced back to their bedspawn by being killed or he would surrender and then idk… be temporarily locked in an onboard brig? (we can get creative there) and his ship would be temporarily unlocked. After the timer wears off it would lock back up. You would then be forced to retrieve your ship in shame with a minecraft boat.

    Disabling the sink option would also allow players to upgrade their ships as time goes on because they wouldn’t be getting sunk and having to waste hours rebuilding every time they want to sail.

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