XcaliburBlack723
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What is your suggestion's title?
Suggestion Details:
How could this idea help improve JartexNetwork?
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XcaliburBlack723
What is your suggestion's title?
Overdrives
Suggestion Details:
Overdrives are OP superpowers that can turn the tide of battle and bring your team victpry; however, you need to get some number of 'score' (by mining enemy nexus or killing player characters from the enemy team.) Plz skip the italic text (suggesting some mechanics) to see the overdrives. These overdrives are activated by pressing enter.
Mining nexus: +5 'score'
Killing 1 player: +3 initially, +4 for the second consecutive player killed before death, +5 for the third and so on.
Mining 1 ore: 30% chance of +1 score
Mining 1 wood / melon: 10% chance of 1 score.
Smelting 1 ore: 40% chance of +1 score per item if it is your own furnace, 100% chance of +2 if stealing from enemies' furnaces. (Encourages thievery.)
Brewing bottles: 50% chance of +1 per bottle.
Giving positive pot effects to teammates using splash pots: +2 per teammate affected by effect, -2 per enemy affected.
Giving negative pot effects to teammates using splash pots: -2 per teammate affected by effect.
The overdrive itself and the score required depends on the kit used in the battle. Once the required 'score' is reached, you stop getting more score. Using the overdrive resets the score to 0. If you then switch to another kit with a:
lower score, your score is reset to the required score for that kit. Later, switching to the initial kit means you have wasted the score.
higher score, you still need to earn more score till you reach the new requirement to use the overdrive.
You usually lose the overdrive power instantly after you die; exceptions are mentioned. Devs can tweak the suggestion and implement it rather than discard it entirely.
Those with the active power flash red (as if they got hit) at 2 flashes per second (except traitor). Here are the overdrives and their required 'scores' listed with the kits:
Warrior kit: Using overdrive gives strength for 4 minutes and slowness 1 to all enemies in a 10-block radius for 30 seconds. Required score: 100.
Archer kit: For 14 seconds, you shoot 1 arrow at full power every half second (consumes a total of 28 arrows) while holding right-click. Become a bow spammer temporarily! Required score: 150.
Alchemist: You get a 35% discount for potion items sold in the shop. When you put a potion ingredient in a brewing stand, potions get brewed in 2 seconds and get haste 1. This power (including the haste effect) lasts 2 minutes and is not lost on death (or else you cry). Required score: 30 (cannot get score by killing players because too exploitative and cruel) .
Berserker: You can throw your axe every 0.67 seconds while holding right-click. Explosion strength of thrown axe increased by 1. Lasts 10 seconds. Required score: 100.
Blacksmith: You gain haste 2 for 1 minute and ores are always auto-smelted. Not lost on death, but when the enemy nexus is mined, it drops endstone bricks instead of damaging it.
Builder: You gain haste 2 for 1 minute. Required score: 50 (cannot get score by killing players).
Butcher: You can throw your axe every 0.5 seconds while holding right-click. Explosion strength of thrown axe increased by 1. Lasts 10 seconds. Required score: 95.
Enchanter: You gain 1 extra level per ore mined. Lasts 5 minutes and not lost on death. Score: 50 (cannot get score by killing players).
Hero: You gain speed 1 for 4 minutes and the soulbound sword is temporarily enchanted with knockback 2 and sharpness 2 for 20 seconds. Required score: 150.
Medic: You heal teammates at twice the efficiency per arrow (also means max healed health per arrow = 10) and cooldown removed. Lasts 14 seconds. Required score: 200.
Miner: Gain haste 2 for 1 minute. Required score: 100 (also need to kill players / mine nexus to be able to use overdrive).
Newb: You gain speed 1 for 2 minutes and the soulbound sword is temporarily enchanted with knockback 2 for 20 seconds. Required score: 125.
Poisonman: Get regeneration 2, immunity of self from poison effect and always give poison 2 (lasting 1 minute) for 1 minute. Required score: 150.
Pyro: Durabilities of all flint n steels reset to full and no losing durability of any flint n steels while power is active. Temporarily enchants all swords with fire aspect 1 but they all become pseudo-soulbound (cannot remove but still dropped on death) till death. Lasts 2 minutes. Required score: 200.
Sprinter: Get speed 3 and don't lose hunger while sprinting. Lasts 3 minutes. Required score: 150.
Spy: Gain particleless invisibility, speed 1 and resistance 1 for 2 minutes. Required score: 150.
Stopper: Always give blindness, slowness and confusion (nausea) with a 100% chance for twice the duration per hit. You yourself gain night vision and speed for given duration. Lasts 90 seconds. Required score: 125.
Teleporter: Teleporting now also gives slowness IV to the victim. Cooldown temporarily removed. Lasts 45 seconds. Required score: 150.
Swapper: Run away from this person if you have diamond armor. swap cooldown removed and if victim gets swapped into the void or otherwise dies (by swapper II), 10% chance to get the armor (in the armor slot except if it is soulbound) and hotbar items. It is advisable to remove armor before dying if you are the victim. Lasts 30 seconds. Required score: 199.
Toolman: Increase efficiency level 1 on all the tools you have (except flint n steel). The non-soulbound items are enchanted permanently but soulbound items lose enchantments on death. Required score: 70 or 66.
Traitor: Your nametag is visible to enemies with the name color equal to the color of the apparent team (opposite to the real team), making you unable to differentiate from a real teammate, even with different armor. You have the aforementioned power till the next death. You even don't take any hits for 1 minute after activation. No flashing. Required score: 125.
Trapper kit: All your already placed traps give all the effects instead of 1 random one. If you place traps in your inventory within the next 1 minute, the boost is applied to these traps too. Required score: 100.
Vampire kit: You always drain health from the enemy and gain regeneration II. Lasts 1 minute. Required score: 175.
End of suggestion.
Mining nexus: +5 'score'
Killing 1 player: +3 initially, +4 for the second consecutive player killed before death, +5 for the third and so on.
Mining 1 ore: 30% chance of +1 score
Mining 1 wood / melon: 10% chance of 1 score.
Smelting 1 ore: 40% chance of +1 score per item if it is your own furnace, 100% chance of +2 if stealing from enemies' furnaces. (Encourages thievery.)
Brewing bottles: 50% chance of +1 per bottle.
Giving positive pot effects to teammates using splash pots: +2 per teammate affected by effect, -2 per enemy affected.
Giving negative pot effects to teammates using splash pots: -2 per teammate affected by effect.
The overdrive itself and the score required depends on the kit used in the battle. Once the required 'score' is reached, you stop getting more score. Using the overdrive resets the score to 0. If you then switch to another kit with a:
lower score, your score is reset to the required score for that kit. Later, switching to the initial kit means you have wasted the score.
higher score, you still need to earn more score till you reach the new requirement to use the overdrive.
You usually lose the overdrive power instantly after you die; exceptions are mentioned. Devs can tweak the suggestion and implement it rather than discard it entirely.
Those with the active power flash red (as if they got hit) at 2 flashes per second (except traitor). Here are the overdrives and their required 'scores' listed with the kits:
Warrior kit: Using overdrive gives strength for 4 minutes and slowness 1 to all enemies in a 10-block radius for 30 seconds. Required score: 100.
Archer kit: For 14 seconds, you shoot 1 arrow at full power every half second (consumes a total of 28 arrows) while holding right-click. Become a bow spammer temporarily! Required score: 150.
Alchemist: You get a 35% discount for potion items sold in the shop. When you put a potion ingredient in a brewing stand, potions get brewed in 2 seconds and get haste 1. This power (including the haste effect) lasts 2 minutes and is not lost on death (or else you cry). Required score: 30 (cannot get score by killing players because too exploitative and cruel) .
Berserker: You can throw your axe every 0.67 seconds while holding right-click. Explosion strength of thrown axe increased by 1. Lasts 10 seconds. Required score: 100.
Blacksmith: You gain haste 2 for 1 minute and ores are always auto-smelted. Not lost on death, but when the enemy nexus is mined, it drops endstone bricks instead of damaging it.
Builder: You gain haste 2 for 1 minute. Required score: 50 (cannot get score by killing players).
Butcher: You can throw your axe every 0.5 seconds while holding right-click. Explosion strength of thrown axe increased by 1. Lasts 10 seconds. Required score: 95.
Enchanter: You gain 1 extra level per ore mined. Lasts 5 minutes and not lost on death. Score: 50 (cannot get score by killing players).
Hero: You gain speed 1 for 4 minutes and the soulbound sword is temporarily enchanted with knockback 2 and sharpness 2 for 20 seconds. Required score: 150.
Medic: You heal teammates at twice the efficiency per arrow (also means max healed health per arrow = 10) and cooldown removed. Lasts 14 seconds. Required score: 200.
Miner: Gain haste 2 for 1 minute. Required score: 100 (also need to kill players / mine nexus to be able to use overdrive).
Newb: You gain speed 1 for 2 minutes and the soulbound sword is temporarily enchanted with knockback 2 for 20 seconds. Required score: 125.
Poisonman: Get regeneration 2, immunity of self from poison effect and always give poison 2 (lasting 1 minute) for 1 minute. Required score: 150.
Pyro: Durabilities of all flint n steels reset to full and no losing durability of any flint n steels while power is active. Temporarily enchants all swords with fire aspect 1 but they all become pseudo-soulbound (cannot remove but still dropped on death) till death. Lasts 2 minutes. Required score: 200.
Sprinter: Get speed 3 and don't lose hunger while sprinting. Lasts 3 minutes. Required score: 150.
Spy: Gain particleless invisibility, speed 1 and resistance 1 for 2 minutes. Required score: 150.
Stopper: Always give blindness, slowness and confusion (nausea) with a 100% chance for twice the duration per hit. You yourself gain night vision and speed for given duration. Lasts 90 seconds. Required score: 125.
Teleporter: Teleporting now also gives slowness IV to the victim. Cooldown temporarily removed. Lasts 45 seconds. Required score: 150.
Swapper: Run away from this person if you have diamond armor. swap cooldown removed and if victim gets swapped into the void or otherwise dies (by swapper II), 10% chance to get the armor (in the armor slot except if it is soulbound) and hotbar items. It is advisable to remove armor before dying if you are the victim. Lasts 30 seconds. Required score: 199.
Toolman: Increase efficiency level 1 on all the tools you have (except flint n steel). The non-soulbound items are enchanted permanently but soulbound items lose enchantments on death. Required score: 70 or 66.
Traitor: Your nametag is visible to enemies with the name color equal to the color of the apparent team (opposite to the real team), making you unable to differentiate from a real teammate, even with different armor. You have the aforementioned power till the next death. You even don't take any hits for 1 minute after activation. No flashing. Required score: 125.
Trapper kit: All your already placed traps give all the effects instead of 1 random one. If you place traps in your inventory within the next 1 minute, the boost is applied to these traps too. Required score: 100.
Vampire kit: You always drain health from the enemy and gain regeneration II. Lasts 1 minute. Required score: 175.
End of suggestion.
How could this idea help improve JartexNetwork?
Adds more aspect and skill requirement for the game. Now the losing team that knows how to use these has more hope of overturning the tide but the winning team can also enforce the win with the overdrives.
Extra Information:
Devs can modify this to balance it with the game (not implement 100% of all details but the main idea is considered.)
Overall a big update to The Bridge but NOT a reset plz!
Overall a big update to The Bridge but NOT a reset plz!