tModLoader MOD for PVP, 2 "tribes" in same map.

Do you like this PVP MOD?


  • Total voters
    11

The_PoPs

Terrarian
hello there,
my ideia is create a MOD in tModLoader for PVP. Basic is, in same map have 2 "tribes".
  • Each tribe has their NPC, natural spawn.
  • natural spawn are in each side of map (beach).
  • When a tribe summon a boss, only they players recive message broadcast.
  • Normal chat is only for your tribe, /all to say to all.
For Winning tribe can be:
  • X numbers of PVP kills.
  • X boss kill.
  • others.
For fun, add Kill streak with sounds like Dota 2 (Link)

Problems i can see.
  • Invasions.
  • [@NeoPhantom ideia]How would you prevent a tribe from entering the dungeon after the other tribe defeats skelletron?
  • [@NeoPhantom ideia]How to avoid a tribe collecting hardmode items after the other one defeats wall of flesh?
  • [@NeoPhantom ideia]How to prevent one tribe from collecting dungeon items after the other one defeats plantera?
Do you thin it can be create in tModLader? have aditional idea?
 
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Restricting the npc spawn to only beaches is a bit annoying for builders, dont you think?

Maybe making certain "Team Furniture" be required within rooms in order for npcs to spawn and move in?

For example, the tribes would have to craft a relic with clay and place it inside the room.

There would be one relic for each team color. Rooms with a relic of one team cannot have the relic of another team placed and relics can only be removed by players of the same team color.

Additionally, Npcs spawning for a room with a relic cannot talk or interact with players of a different team.

Finally, npcs spawned within relic rooms do not appear on the map or npc moving screen for players of other teams.



This would allow tribes to create their base anywhere on the map and just need a single furniture piece to obtain tribe exclusive npcs.

A point to note is that you should ensure that npcs dont appear on rooms without the relics while the mod is activated to prevent 3 or more versions of the same npc spawning when theres only two tribes.
[doublepost=1465200495,1465200036][/doublepost]A second detail of this mod is proggression.

How would you prevent a tribe from entering the dungeon after the other tribe defeats skelletron?

How to avoid a tribe collecting hardmode items after the other one defeats wall of flesh?

How to prevent one tribe from collecting dungeon items after the other one defeats plantera?


I dont think its possible... so instead of limiting progress forcefully, how about giving the tribe that FIRST kills a boss a unique reward?


Invasions are even simpler. Keep a kill count of all monsters killed by each tribe and reward the tribe that killed most enemies with the unique reward. The kill count can be in a point value similar to the Moon events with tougher mobs giving more points.



This will ensure that the tribes actually compete for that first kill!
[doublepost=1465201068][/doublepost]In order to ensure the world is big enough for two tribes, messing around with world gen can be key.

Giving a single world two dungeons of different colors on either side of the map can serve as an early game stronghold against the rival tribe.

Two jungles in the map can be seen as much, but two temples may prove useful to allow players to prepare for war.

Separating the Desert and Snow biomes to both sides of the map can serve as a means for trade. As is the generation of Crimson and Corruption on opposite sides of the map.

Keeping the center of the map as Pure forest and Hallowed on hardmode can allow both tribes to benefit of the biome.


Allowing the generation of all ores both prehardmode and hardmode can prove key to ensure that trade (or theft) exists. Ensuring that certain set of hardmode ores spawn when a respective altar is destroyed can also be seen as a neat detail (demon altar = original ores, crimson altar = newer ores)



The main problem here is programming such a thing.
 
Tribe benefits can also play a key role in why players would wish to play this mod as well as the team in which they play the mod.

For example, lets say:

Blue Team gets benefits mostly useful to magic classes such as mana regen.

Red Team gets benefits mostly useful to melee classes such as life regen.

Green Team for Summoners could get extra minions.

Yellow Team for Rangers could get a chance to not comsume ammo.

Pink Team for Throwers could get extra damage to alleviate lack of items.

White Team (neutral/tribeless) for generalists, adventurers or survivors could get bonuses to mobility and survivability, but lack damage features.



These tribe benefits could be static OR become stronger as goals are achieved.

If you wanted to further the competitiveness of the game, making the benefit growth the reward for the first kills would do, but it will soon make a tribe much stronger than the other causing competitive problems.

A better option is to tie the growth of the tribe bonuses according to the conflict between the tribes. A tribe whose members kill the members of another tribe a certain ammount of times would Rank Up, with the tribe benefits evolving and becoming stronger.
 
Reworking the new Team Blocks and Platforms could also fare you well and bring positive reviews from players.

For example, making Team Platforms only beimg able to be stepped on by members of that team could lead to team exclusive paths, forcing invaders to search for another way to follow.

The theory behind Team Blocks should be the reverse however, with members of a team being able to move through team blocks of their color as if they were actuated while for players of other teams it acts like a regular block. This can lead to some ingenious plays if offense and defense within fortified buildings!



[END]

So, what do you think?
 
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Actually, heres a final idea: Tribe Merchandise Chests.

The idea is a chest that works differently between tribes of the same color of the chest and the rest.

If a player is of the same team as the chest, he'll be able to place and remove items within.

If a player is of a different team however, trying to open the chest opens an npc shop window with the items within as limited merchandise.

The player of the same team color can then take the money and restock the contents.



This would allow players to sell their items to other players at "Purchase Price" rather than the much lower "Selling Price" offered by Npcs. Furthermore, it opens the possibility of commerce and trade between tribes.


[Really for reals END this time!]

`:p
 
I think each "round" It does not last more than 2 hours, so we can have points of start:
  • Normal start.
  • Beginer sets: start with iron sets + hook, 180 HP, a random weapon from a group.
  • Pre-hard: start with moten sets + equips, 400 HP.
  • others points of start.
 
How about having new characters start with a "Tribe Starter Kit" which they can recraft into any tier of proggression or tribe they desire?

For example,

Red Tribe's Beginner Starting Kit with some very basic class related gear. (Copper-to-Platinum armor and weapons)

Blue Tribe's Intermediate Starting Kit with class-Specific Pre-Hardmode gear. (Armors used on wall of flesh)

Yellow Tribe's Advanced Starting Kit with random class specific gear of the mythical metals. (Cobalt-to-Hallowed equipment)

Green Tribe's Expert Starting Kit with the class specific gear that used to be endgame armor before 1.3. (Beetle/Spectre/Shroomite/Spooky/Turtle/Chlorophyte)

Pink Tribe's Master Starting Kit with class specific endgame gear. (Lunar equipment)



You can have the starting kits randomly give the player 1 armor set, 1-2 weapons, 1-2 accesories, and 1-3 potions randomly from a list. Also a random number of Life Crystals and Mana Stars depending on class and luck. This way even members of the same tribe who pick the same Starting kit could end up with vastly different equipment. A warrior could also end up with 3 mana stars and 1 life crystal whilst a mage could get the opposite 1 mana star and 3 life crystals.
 
Another team idea occurs to me: Team Torches.

They work similarly to torches, but present different sprites depending on the team of the player.

To be clear, if on the same team it works normally and lights up the area.

If of another team, the torch appears turned off and does not provide light.

This allows for lighting up passages while leaving the area in darkness for foes. It also allows travelling in darkness with good visibility without letting your enemies realize you are near.

It would be an awesome tool for raids, thats for sure!
 
Another team idea occurs to me: Team Torches.

They work similarly to torches, but present different sprites depending on the team of the player.

To be clear, if on the same team it works normally and lights up the area.

If of another team, the torch appears turned off and does not provide light.

This allows for lighting up passages while leaving the area in darkness for foes. It also allows travelling in darkness with good visibility without letting your enemies realize you are near.

It would be an awesome tool for raids, thats for sure!


Ideias we have alot, now we need a programmer to make it.
 
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