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[MCI 3.0] Power/Objective rounds in detail

Discussion in 'Ideas and Suggestions' started by Frogged, Oct 11, 2018.

?

Would you play MCI again if these were added? Is it cool?

  1. Yes

  2. No

  3. Some are, while some need adjustments (comment below)

Results are only viewable after voting.
  1. Frogged

    Frogged Well-Known Member

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    If you have no idea about what Power Rounds are, then please read through this thread: http://forum.pm-mc.com/threads/mcinfected-2-0-power-rounds.6797/page-4#post-76477

    Relogging and /kill should not be a thing in these modes. I get you want to level up your kit, but it messes with the fun of these modes and can ruin the gameplay. A suggest that if you join a power round in the middle of a round, you will only get a quarter of experience gained for infected kits.

    In this thread, I wanted to go more in detail about how the power rounds would work in detail for each mode. If you don't quite remember, the modes were:

    Secure the Area

    Recover the medkit (can be renamed)

    Defend the King

    Reach the Safe Zone

    I'm going to go more in detail about each and every one of these modes and how it still fits in the Infected genre.

    Secure the Area
    The server would need a threshold of at least 25 people for this round to work. When you spawn in, you will be spawned into the map with a map in your hotbar. The map will tell you which area of the map that you will have to go and secure for the next x minutes. A % of mother zombies will spawn based on the amount of people after 30 seconds. You can go whatever kit you want just like in regular MCI. The spawnpoint would be decently far from the area that needs to be secured to balance out the gamemode. If Enderman becomes a problem, it might be best to disable or nerf Enderman for this round.

    The objective for infected is to infect every human before the time runs out, or if there are no humans on the area that needs to be secured, the infected will win after 10 seconds of no humans on the area. This makes it where you can't hide anywhere else on the map and the objective is to actually keep the area secured.

    There will be a scoreboard on the side showing the amount of humans alive, humans that are currently on the area that needs to be secured, the time left, and infected count.

    No /kill allowed.

    Cookie Rewards for completion: 30 for infected, 50 for humans. 20 for participation.

    Recover the medkit
    The server would need a threshold of at least 25 people for this round to work. When you spawn in, You will be in a room with a close door. You will spawn with a map that shows where the GENERAL LOCATION of the medkit is, and then the area you need to bring it too afterwards. General location meaning there are multiple spawns within a small area. Humans will need to find it. A % of infected will be chosen after 30 seconds and the door will open. You would need to rush over to the medkits general location and find it. Once you find it, you will just have to right click on it and it will be in your inventory. You need to get to the endpoint that the map tells you once you have the medkit to win. All humans that were currently alive at the time of the medkit being returned will win. If infected infects everyone, infected win.

    Infected will get a map (or some other sense of location mechanism) when a person retrieves a medkit. On the map, every 5 seconds it updates the medkit players location, so that it wouldn't be too hard for infected to find them. Enderman may need to be nerfed or disabled.

    You might want to include a time limit for humans as the round could last a bit.

    No /kill allowed

    Cookie Rewards: 30 for infected, 50 for humans, 15 for the human that returned the medkit, and 20 for participation.


    Defend the King
    The server would need a threshold of at least 30 people for this round to work. When you spawn in, you will be in front of a huge building, castle, or whatever map it is. After 1 minute of preround, a % of people will turn into mother zombies and will spawn in a spawnroom (So they can't turn into mother zombies at the king and damage him 1 second in). Also, someone turns into the king. (However, if you prefer, we could have an NPC villager as the king to prevent noobs or throwers)

    The objective for humans is simple: Keep your king alive. All humans are equipped with what their current rank offers, however the king is in full diamond wood sword with 15 hearts. The king cannot be healed.

    The objective for infected is to infect the king. It doesn't matter how many other humans are alive at the time, if the king dies, the infected win. Enderman may need to be nerfed or disabled in the mode, as he can teleport to the king instantly if RNG does so. The humans will need to protect the king for x amount of minutes.

    The scoreboard shows the amount of humans alive, infected alive, and time left. When a human dies, they become infected but in this case they get infected where they were when they died.

    No /kill allowed

    Cookie Rewards for completion: 30 for infected, 15 for the infected that infects the king, 50 for human wins, and 20 for participation.

    Reach the safe zone
    The sever would need a threshold of at least 20 people. The map would be in the style of an adventure map created by the builders. You will not get a map, the way to get to the end should be at least obvious. You will need to reach the end by an x amount of time, and without getting infected.

    The objective for infected is to infect all humans before they reach the end.

    The objective for humans is to reach the safe zone/end of the map. This is the only mode that rewards humans that actually achieve the objective unlike recover the medkit or etc. You need to be in the safe zone to be able to receive rewards as a human by the time the timer ends. If you don't get to the end by the timer and you're not infected, you will only get participation rewards.

    No /kill allowed

    Cookie Rewards for completion: 30 for infected, 60 for human wins, if humans win, an x amount based on how many humans won (To maybe make people want to help people win) and 20 for participation.


    Please not these are ideas and may need to be changed! Please vote on whether you'd enjoy this or not!


     
    psandoval19 likes this.
  2. Hoozier

    Hoozier Well-Known Member

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    My opinion is irrelevant since I no longer play.


    But this seems a tad complicated for an update meant to simplify.
     
  3. Frogged

    Frogged Well-Known Member

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    It just seems complicated because it's a lot of words. If it was implemented it would say what to do in chat and it would play out easier than me explaining it. Also, you can't simplify MCI too much or it's dead, like it is now. The rank revamp wasn't simple, was it? To be honest anyone with a brain will figure this out
     

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