This is based on an idea I had and Zaify "approved"
So, the goal of this set of mechanics is to create a more realistic
geopolitical environment, in which a new "meta" would more closely resemble
wars as they were in real life.
Core changes:
-Instead of paying for upkeep, claimed chunks grant you money per day
-The nation claim bonus is MASSIVE and is not a limiter on how many chunks you can claim
-Land protection is handled with plot ownership, instead of claims for a certain individual, and claims
themselves can not toggle off outsider permissions (unless they are privately owned)
-Land can be overclaimed, I don't know what is within the range of possibilities, but let's say it takes 1 (manhour)
of standing in an enemy chunk that is next to a friendly chunk, to turn it into the wilderness(you need to claim it to turn progress further)
(Manhour means, if there are 2 people who both stand for half an hour, that
sums up to 1 manhour, or 4 people for 15 mins)
-Upkeep exists for certain types of plots, (think of bank plots, shop plots, private plots)
-Cannons and movecraft can not be made on the go, and require a special type of plot we will call factory plot
(this is to avoid defender advantage with massive lines of cannons along the entire border that are put there
for free)
- Movecraft can not move in enemy territory, meaning, there is no need for peaceful towns, good border protection
is enough to ensure certain towns stay safe
- Claiming and unclaiming of chunks costs a lot of money, it is the new inflation sink, but
now it encourages obtaining money in massive amounts to spend on land, instead of acting as a flat rate which
gradually takes away little by little and does not reward you for gaining more money than you need to pay it, like current upkeep
-Enchanting is entirely removed, and PvP gear is obtained through slimefun(or custom crafting recipes)
-PvP items have very high protection and very low durability
-Brewery plugin brews give massive amounts of healing and resistance, so you basically can not die
until you lose durability
- Equipping armor items gives weakness and slowness for 1 minute (this is to avoid just switching out sets in PvP to be immortal)
- All gear is relatively cheap, so dying is affordable
-Respawn points can be set in certain plots to make dying less time consuming
-cannons are much stronger because dying to them now isn't as costly, you can afford to die
to a near-miss from long-range artillery without thinking too much about it
-Guns have bonus damage against durability but ammo is now MUCH more costly and harder to stack
-Viable anti-gun armor exists (think removing knockback from guns entirely or having extra durability against guns)
-Naturally occurring top-level blocks (dirt, sand, snow) slow down the movement of movecraft, this is to
encourage the building of roads
Types of Plots
With those changes, types of plots become important to balance things out and avoid abuse
Territory plot- Just a normal plot, can not disable permissions for outsiders and grants money
over time
Residential Plot - Just a plot that someone owns with /plot claim, it has a large server-side tax and does not generate
revenue, this is meant as means of land protection in actual towns, must stay connected to the home plot, or another
residential plot, this is to avoid using them to store items near the front lines
Factory Plot - Has large upkeep so not a lot of those plots should be made, it allows the building of movecraft and
mobile cannons must be made connected to the home plot, or residential plot
Military base- Basically an inn plot, it has very large upkeep and should be used
with caution, it is meant to be put near borders to make it easier to respawn and to store items
it takes much much longer to overclaim this plot, but its purpose makes it much more useful in
high-risk places (near borders, where the fighting happens), Factory plots can be made right next to it
(it disables outsider's permissions)
Fortification- Can disable permissions for outsiders in this plot, but it can not be privately owned
(to avoid people simply using it instead of residential plots), can not be made next to wilderness or
foreign territory, this is good for walls and bunkers near borders.
-Turning a normal territory plot into a "special" plot costs a lot of money, but unclaiming does not, so
it should be considered how to use them, this also prevents, for example, turning the entire border into the factory
plots so you can freely build cannons