Lately I've been putting together a re-imagining of the Star Trek PvP event I used to run on Cemetech. I've been designing and testing extensively, assembling a data pack that is actually stable and reliable, but where the game itself feels more like a cross between TNT wars and bedwars. It is currently in-development and testing on my own redstone test server which runs a similar plugin set to cemetech. Each component of the game was worked on one at a time with commands tested in game before written into a function and tested extensively to ensure all modules are stable and function as intended with each new addition.
I have a few screenshots and new features to share.
To start, the ships:
The game depends on a few scoreboard objectives and tick-functions that get set up by running the `function trek:init` command and torn down by running the `function trek:cleanup` command. These include: shield health, photon and quantum torpedo counts (yes, they both exist and act differently), weapon mode and weapon range, a temp objective (for scratch work), and a timer objective.
Each ship will have a "fabricator" down in their engineering section that drops items from a loot table => food, arrows, blaze powder tagged "Energy", fire charges tagged "Photon", and some firework rockets named "Phaser Charge Type N" where N is the explosion strength designed to be fired from a crossbow in combat. Additionally, players will have the ability to teleport off their ship to Star Trek styled external locations similar to bedwars islands with generators for better equipment and both teams can fight over possession of those items (transporters and external areas still WIP).
There are two Bridges on each ship -- the main bridge and the battle bridge. The main bridge is exposed near the top of the ship, the battle bridge is inside the saucer and behind a few layers of end stone near the torpedo launchers. There is a tactical readout of the ship in both the main and battle bridges:
The color of the shield % changes between red and aqua to indicate shields being offline/online.
While you can control the weapons systems from both bridges, you need to load torpedos and generate quantum torpedos (1 photon + 8 energy) from the battle bridge.
The scaling difference between photons and quantums is substantial. Photons are almost a guarantee of total deflection with shields all the way down to 25; Quantums may conditionally inflict damage with shields as high as 75%. In fact during one of my test runs against the red ship I scored a lucky hit on the shield system directly with a quantum and completely collapsed it while it was still at 53% health. Therefore while the shields are quite helpful for protecting your ship in-game, they are not a guarantee of safety, especially if the enemy team acquires a few quantum torpedos. They are nasty in the game, for that reason they are not easy to produce, they will have very low drop rates from the external locations and relative to the on-ship generator drop tables also hard to make.
Some things in the ship cost energy to use:
- Players may spend 1 energy to repair up to 5 points of shield strength.
- Transporters are free to use on the ship, but transporting while not off the ship (via a book I guess?) will use 1 point of energy per warp.
- 8 energy + 1 photon torpedo creates 1 quantum torpedo
- and lastly...
There is a computer core room on both ships. This room allows a player to spend 1 energy to update a stats board for the enemy team's stats: current targetting and weapon mode, munitions counts, shield health and status, and perhaps even the amount of damage to the enemy ship (blocks counted vs blocks expected??). This allows teams to construct a strategy geared around the state of the enemy ship.
(WIP): Transporters, enemy readouts, world spawn area, external combat zone (external item generator), ship schematics.
(Done and Tested, Working, Confirmed Stable): Shields, Firing System, On-Ship Fabricators, Shield Repair, Quantum Synthesis, Elevators, Weapon Loading, Weapon State Change.
Still to decide if this is best run on my own server at an accounced time, or if the world and datapack can be installed onto Cemetech to run. It may need a bit of an update for 1.21 (since i think the pack format changes a bit).
Also when everything is done, I will want to run several play-tests for the sake of balancing drop rates, weapon and shield balance, and testing everything together. I will probably run this on my testing server so I can apply any changes/fixes immediately. Anyone interested in assisting in this test, let me know.
I have a few screenshots and new features to share.
To start, the ships:
The game depends on a few scoreboard objectives and tick-functions that get set up by running the `function trek:init` command and torn down by running the `function trek:cleanup` command. These include: shield health, photon and quantum torpedo counts (yes, they both exist and act differently), weapon mode and weapon range, a temp objective (for scratch work), and a timer objective.
Each ship will have a "fabricator" down in their engineering section that drops items from a loot table => food, arrows, blaze powder tagged "Energy", fire charges tagged "Photon", and some firework rockets named "Phaser Charge Type N" where N is the explosion strength designed to be fired from a crossbow in combat. Additionally, players will have the ability to teleport off their ship to Star Trek styled external locations similar to bedwars islands with generators for better equipment and both teams can fight over possession of those items (transporters and external areas still WIP).
There are two Bridges on each ship -- the main bridge and the battle bridge. The main bridge is exposed near the top of the ship, the battle bridge is inside the saucer and behind a few layers of end stone near the torpedo launchers. There is a tactical readout of the ship in both the main and battle bridges:
The color of the shield % changes between red and aqua to indicate shields being offline/online.
While you can control the weapons systems from both bridges, you need to load torpedos and generate quantum torpedos (1 photon + 8 energy) from the battle bridge.
The scaling difference between photons and quantums is substantial. Photons are almost a guarantee of total deflection with shields all the way down to 25; Quantums may conditionally inflict damage with shields as high as 75%. In fact during one of my test runs against the red ship I scored a lucky hit on the shield system directly with a quantum and completely collapsed it while it was still at 53% health. Therefore while the shields are quite helpful for protecting your ship in-game, they are not a guarantee of safety, especially if the enemy team acquires a few quantum torpedos. They are nasty in the game, for that reason they are not easy to produce, they will have very low drop rates from the external locations and relative to the on-ship generator drop tables also hard to make.
Some things in the ship cost energy to use:
- Players may spend 1 energy to repair up to 5 points of shield strength.
- Transporters are free to use on the ship, but transporting while not off the ship (via a book I guess?) will use 1 point of energy per warp.
- 8 energy + 1 photon torpedo creates 1 quantum torpedo
- and lastly...
There is a computer core room on both ships. This room allows a player to spend 1 energy to update a stats board for the enemy team's stats: current targetting and weapon mode, munitions counts, shield health and status, and perhaps even the amount of damage to the enemy ship (blocks counted vs blocks expected??). This allows teams to construct a strategy geared around the state of the enemy ship.
(WIP): Transporters, enemy readouts, world spawn area, external combat zone (external item generator), ship schematics.
(Done and Tested, Working, Confirmed Stable): Shields, Firing System, On-Ship Fabricators, Shield Repair, Quantum Synthesis, Elevators, Weapon Loading, Weapon State Change.
Still to decide if this is best run on my own server at an accounced time, or if the world and datapack can be installed onto Cemetech to run. It may need a bit of an update for 1.21 (since i think the pack format changes a bit).
Also when everything is done, I will want to run several play-tests for the sake of balancing drop rates, weapon and shield balance, and testing everything together. I will probably run this on my testing server so I can apply any changes/fixes immediately. Anyone interested in assisting in this test, let me know.