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[Event Idea] Team PvP Tournament

Discussion in 'Denied' started by hockeygoalie7800, Jun 13, 2015.

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Is this a good idea?

  1. Yes, it is a good idea.

    3 vote(s)
    100.0%
  2. Maybe, with a few changes.

    0 vote(s)
    0.0%
  3. No, it is not a good idea.

    0 vote(s)
    0.0%
  1. hockeygoalie7800

    hockeygoalie7800 Popular Meeper

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    Note: This will be divided into several posts due to 500 Internal Server Error.

    What is this?

    This tournament is based off of an idea I came up with over a year ago.
    It combines kits, teamwork, strategy, luck, and, of course, prizes!​
    --- Double Post Merged, Jun 13, 2015, Original Post Date: Jun 13, 2015 ---
    How does it work?
    This tournament will be double elimination and consist of a certain amount of teams. The teams in the loser's bracket will still be able to win, so not everything is lost if your team loses once. Each team will consist of 5 players and will be allowed to use various pre-made kits. The teams can also substitute a player twice (such as if someone has to leave, they can get another player not in the tournament to play for them); however, the prizes will remain the same regardless of variations, so teams must work out the distribution accordingly. Each team will go 5v5 in an arena and fight to the death; last team standing wins and proceeds on to the next round, and the losing team is either moved to the loser's bracket or is eliminated.​
    --- Double Post Merged, Jun 13, 2015 ---
    What are the kits?
    There are 5 special kits in addition to the default kit. Each team can have a maximum of 2 players using a certain class (except for the default kit). These kit items will not drop when the player dies and cannot be given to other players prior to or during the fight, so it will not give either team an unfair advantage. The kits are the following (Note: These are not entirely balanced and may need slight adjustments):
    Default (open)

    Melee Weapon:
    Stone Sword
    Ranged Weapon:
    Bow
    20 Arrows
    Armor:
    Full Iron
    Specialties:
    None
    Debuffs:
    None

    Alchemist (open)

    Melee Weapon:
    Wood Sword (Sharpness 1)
    Ranged Weapon:
    None
    Armor:
    Full Red Dyed Leather (Protection 1)
    Specialties:
    2 Splash Health II Potions
    1 Splash Poison Potion
    Debuffs:
    None

    Archer (open)

    Melee Weapon:
    Stone Axe
    Ranged Weapon:
    Bow (Power 2, Infinity 1)
    Armor:
    Iron Chestplate/Boots
    Blue Dyed Leather Leggings/Helmet
    Specialties:
    None
    Debuffs:
    None
    --- Double Post Merged, Jun 13, 2015 ---
    Tank (open)

    Melee Weapon:
    Wood Sword
    Ranged Weapon:
    None
    Armor:
    Diamond
    Specialties:
    1 Regen I Potion
    Debuffs:
    Infinite Slowness I

    Assassin (open)

    Melee Weapon:
    Iron Sword
    Ranged Weapon:
    Bow
    64 Arrows
    Armor:
    None
    Specialties:
    2 Splash Damage I Potions
    2 Speed II Potions
    1 Invisibility Extended Potion
    Debuffs:
    None

    Warrior (open)

    Melee Weapon:
    Iron Sword
    Ranged Weapon:
    None
    Armor:
    Full Chain
    Specialties:
    1 Speed I Potion
    Debuffs:
    None
    --- Double Post Merged, Jun 13, 2015 ---
    What are the Arenas?
    There would be several arenas, and for each fight one of them would be selected randomly. The waiting areas for the teams would look exactly the same for each arena, so the teams would have no idea what arena they will be running into until the game starts. The arenas would be similar to these:
    Arena List (open)

    Hills
    This would be a general grass plains biome changed to have very tall hills. The hills would only be climbable to a certain point; after that, the players wouldn't be able to get any further up. Players would be forced to navigate through hills and valleys to get to their enemy.
    Nether
    This would be similar to the Nether. It would be largely composed of netherrack and nether brick, with occasional small lava pools that could serve as deadly traps to opponents.
    Islands
    Basically groups of islands connected by lillypads. Great for knocking players into the water to easily finish them with a bow.
    Skybase
    A circular platform high above the ground with a small open area in the middle and open areas at the edges of the arena. Players that are knocked off would die when they hit the ground below.
    Desert
    A simple desert arena filled with a large amount of cacti. The players can strafe around a cactus, use it to block incoming arrows, or knock other players into it to cause damage.
    --- Double Post Merged, Jun 13, 2015 ---
    Where is the luck in all of this?
    In order to keep the matches quick, a system of damages to opponents would be implemented in each arena in order to try and keep the games going quickly. These would not drastically affect the game, but it could potentially turn the tables on a team with a clear advantage. The arena damages would be something like this and would occur randomly throughout the arena (they would build upon each other):
    Arena Damages (open)

    30 seconds into the game
    1 arrow would fire every 5 seconds
    1 minute into the game
    The arrows would fire every 2.5 seconds
    1 minute 30 seconds into the game
    1 splash potion of damage I would drop every 5 seconds
    2 minutes into the game
    The damage potions would drop every 2.5 seconds
    2 minutes 30 seconds into the game
    1 splash potion of poison I would drop every 15 seconds
    3 minutes into the game
    1 splash potion of poison I would drop every 5 seconds
    10 minutes into the game
    A nuke would explode the entire arena, killing everyone
    Idea credit to @7acespade


    What would the prizes be?
    The prizes would be determined by the host, this could include a prize of meebles or a special item (such as something personal from the person hosting).

    Thanks for reading, if you read through all of this you deserve a cookie! I'm still looking for balances and suggestions on how to improve this idea, so let me know what you guys think!​
    --- Double Post Merged, Jun 13, 2015 ---
    Thanks to @shains for the idea on how to avoid the 500 Internal Server Error!
     
  2. Chaase5

    Chaase5 Popular Meeper

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    I like the idea, It could uses some work though!
     

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