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The EXILED

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Post  Scales Sat Sep 24, 2011 3:50 pm

With talk of more than two factions something came to mind. A choice for a different way of life other than life in a city.



THE EXILED


The Exiled (or whatever they would be called) would be a unique faction. One that does not belong to any one kindgdom. They would be nomads, forced to live in the hostile world of the wilderness. No city walls to feel safe in.

They would have the title in brown or black, The Exiled is just an example I thought up. For example Exiled(class and name)


Once they start out, they simply walk out of the spawn and they are on their own. They have no protection other than what they can give themselves. They are forced to live in the wilderness, meaning that wilderness rules apply such as their chests being up for looting or even PvP in their own homes.

They would have the same classes as the regular factions, and those classes would have the same abilities.

And they WOULD have nether access, but maybe not plot protection.

As savage as they are, they CANNOT attack other exiled.

They have no leader, and don't even have to live near each other if they want.



Cons of being Exiled:


Wilderness rules apply to their homes (looting of chests, PvP)

You would have to fight off mobs instead of being protected in a city.

Most production is used for survival, harder to make money.

Very few will be willing to take up being exiled, making the exiled vulnerable to attacks from organized cities.

No public market like the ones in game at the moment.



PROS to being Exiled:


You are able to attack and raid ALL the other factions (in the wilderness of course).

No limits on what you can build (plot size in cities limits this).

Free to use traps to protect your land.

Can move around and relocate freely.

MUCH more opportunities for PvP.

And imagine, someone from a city wonders into the wilderness for whatever reason. They stumble upon what appeared to be an NPC village, but its actually an abandoned exiled camp. Since the exiled will have to move around so much, they sort of unintentionally create ruins like those naturally generated.




The idea behind the Exiled is to give people a more PvP heavy option, at the cost of added danger. Not to mention a savage enemy for the more proper factions that is bound by no one.... except maybe those willing to pay the price for what would be the lands most dynamic mercenaries, able to kill your enemies... and not-so friends alike.


Last edited by Scales on Sun Sep 25, 2011 6:20 am; edited 1 time in total (Reason for editing : Added another PRO)
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Post  Shadow_Fangs Sat Sep 24, 2011 4:14 pm

I agree quite strongly with this idea, both for the prospect of a more unique faction and for one that is not so easy to be a part of. With city protections and a stable enough economy, living inside or with the aid of a city/town may become an almost freebuild-like experience. An exiled faction that can take no refuge other than the refuge they themselves create or create for each other adds an almost hardcore survival aspect. You would have to survive against your environment as in normal survival, but you must also fight for your place among your people and face the threat of civilizations that exiled you for a good reason. Similarly, the cities would have more to fear than just hostile mobs and individuals willing to walk all the way from one city to the other.

Realizing that this would not be the easiest thing to pull off, I reiterate that it is in fact just a suggestion. I feel though - the opportunity it presents for those willing to join it, and for the cities that would have to work while knowing the faction is out there - cannot be denied. The wilds between cities are vast, and though they are used by other factions who press beyond the walls into them, are they truly used to their full potential?

As Scales said, the exiled would be able to raid the larger civilizations much as opposing factions can rob each other, but those who manage to befriend the exiled could call on them for assistance with darker tasks they would be suited for. Living in the wild would be a tough life for the exiled, surely those who live in the cities would have a fair deal to offer them in return for their aid. This would add a new economic dynamic, as well as adding a barbaric 3rd party to a civilized war.

We ask that those of you who read this consider the possibilities, and weigh them against the dangers it presents and the effort it would take to make it a class worth choosing. We feel the potential is great, and welcome your opinion!


Last edited by Shadow_Fangs on Sat Sep 24, 2011 7:31 pm; edited 2 times in total
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Post  Scales Sat Sep 24, 2011 4:16 pm

AND it would be a faction that wouldn't require a city to be copied, have its theme changed, ect.
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Post  JoeGandy1 Sat Sep 24, 2011 8:35 pm

I genuinely love this suggestion, but right now i can't implement it there will be apost explaining what's happening soon, when i get around to writing it, but be sure i will be using this idea just not right now

Thanks,

Joe.
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Post  Shadow_Fangs Sun Sep 25, 2011 5:26 am

If you are referring to the new server, Pere has informed us. It was the basis for the idea, in fact, the timing seemed like a good time to suggest.
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