Multitallented
Legacy Supporter 5
- Joined
- Aug 31, 2011
I imagine:
- start in a settlement with some money and no food. starving kills you. food does not heal you. to heal you use a command that has a warmup, cooldown, heals over time, and cancels if you take damage - making it impossible to use in combat.
- there is a gigantic market with tons of items for sale. shop space is for sale.
- you can't build outside of the settlement and the map is really small
- you work for people in the settlement to earn money and experience. Professions are woodcutter, farmer, miner, merchant, builder, theif, spy, engineer, banker, alchemist, and police. Each one is unique and in demand.
- at a certain level you can buy a teleport to other settlements or the training grounds, which are the only place mobs spawn (in another world like mobarena but bigger). This place is the only place where you can get experience for your combat class.
- classes have unique roles and rely on each other to fill those roles (cc, damage, support, burst damage, speed, and siege). each class can fill at most 2 out of 6 roles.
- specializing in a certain role earns you new skills in that role without changing your class.
- if you work enough you can travel to a new world and create your own settlement.
- to make a settlement you have to first build houses, a townhall, farms, ore refineries, and an inn, which all need to have a constant supply of food, tools, or other materials. minecart tracks connect houses to farms, supplying them with an automatic, constant supply of food.
- settlements can be publicly or privately owned by shareholders who gain or lose money based on the settlements income, power, number of structures, and population.
- shareholders can vote using their shares to receive grants, war with other settlements, determine settlement affairs, kick players from the settlement, or hire players to supply items or build structures.
- catapults can be built and destroyed outside settlements to bombard them with missiles and reduce the town's power. settlements without power lose protection and can be destroyed using tnt. When a town hall is destroyed, the entire settlement is destroyed.
- warring settlements are be connected via battlefields which are other worlds with teleporters at opposite ends. catapults, teleporters, arrowturrets, firepits, landmines, wards, counter-wards, and hospitals litter the war-torn landscape.
- players can hire other players to supply them with items, build structures, or kill other players.
- there is a pvp leaderboard, an experience leaderboard, and a jobs leaderboard
- donations earn you free shops, wards, survival gear, land in the first settlement, temporary exp multipliers, money, titles, etc.