Sarthak_31
Pika Member
- Joined
- Jan 3, 2025
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Minecraft username:
Suggestion:
Detailed description:
Reason(s):
This system would:
Instead of random PvP, fights now have purpose.
It also prevents boredom for max-level players.
Example(s):
Sarthak_31
Suggestion:
World Control & Dynamic Territory System
Detailed description:
Introduce a server-wide territory control system where islands compete to control different resource zones across Overworld, Nether, and End.
Instead of only outpost control, multiple zones rotate control every few hours.
Each zone provides a passive server-wide bonus to the island holding it.
Territory types:
Islands must:
Control lasts 1–2 hours, then resets or gets attacked.
No single island can hold all zones permanently.
• Islands must send members to capture
• Holding zone gives passive buffs
• If another island enters → contest begins
• Timer resets if defenders leave
• Small islands can still contest with strategy
• Rewards scale with activity
There would be:
Instead of only outpost control, multiple zones rotate control every few hours.
Each zone provides a passive server-wide bonus to the island holding it.
Territory types:
- Mining Territory → higher cube drops
- Boss Territory → better boss rewards
- Trade Territory → better sell rates
- Beacon Territory → increased beacon spawn
Islands must:
- capture zone
- defend it
- maintain presence
Control lasts 1–2 hours, then resets or gets attacked.
No single island can hold all zones permanently.
How It Works
• Zones appear on map every few hours• Islands must send members to capture
• Holding zone gives passive buffs
• If another island enters → contest begins
• Timer resets if defenders leave
• Small islands can still contest with strategy
• Rewards scale with activity
There would be:
- Overworld territories
- Nether territories
- End territories
Reason(s):
- Grinding is repetitive
- Only outpost matters for PvP
- Big islands dominate long term
- Late game lacks strategy
This system would:
- create constant activity
- encourage teamwork
- add strategy beyond mining
- keep players online longer
- create real competition
Instead of random PvP, fights now have purpose.
It also prevents boredom for max-level players.
Example(s):
Example 1:
An island captures Beacon Territory →
+15% beacon spawn across server for them
Other islands rush to steal it.
Example 2:
Small island captures Trade Territory →
They get better sell rates for 1 hour
They earn more than usual
This helps smaller teams compete.
Example 3:
Large island holds Boss Territory →
Other islands form alliance
Huge fight begins
Server becomes active
Example 4:
Nether Territory gives:
+5% PvP damage
Now top PvP players fight to control it
An island captures Beacon Territory →
+15% beacon spawn across server for them
Other islands rush to steal it.
Example 2:
Small island captures Trade Territory →
They get better sell rates for 1 hour
They earn more than usual
This helps smaller teams compete.
Example 3:
Large island holds Boss Territory →
Other islands form alliance
Huge fight begins
Server becomes active
Example 4:
Nether Territory gives:
+5% PvP damage
Now top PvP players fight to control it
Why this suggestion is strong
- Doesn’t break economy
- Uses existing PvP systems
- Adds strategy
- Helps both small and big islands
- Keeps server active
- Works in every stage of game
- Feels like real progression