(NOTE: Reason why this thread’s in U4 discussion is because the server needs Unturned II to even exist properly)
So recently, I’ve been thinking about many of the problems with multiplayer and some of the server ideas I’ve had as well. Thinking of mod ideas, server ideas, etc. Some may or may not come to fruition hopefully one or two will. This thread is dedicated to this said server idea and some of the item mod ideas, plugins, and concepts that go into the server. The name for it I have not, but it’s a combination of survival, factions, Semi-RP, and PVP.
All of these concepts will need to be put together with mods of course and quite a few vanilla features.
The Map & "Continuous Worlds"
The idea of the Continuous world popped into my mind. Let’s say the maximum size of an Unturned II map is 400 km² or 20 km x 20 km. How would you have a so called “continuous world” even though the map doesn’t go on for a long time, and also there are player limits to servers. For Unturned II let’s say the maximum player count is hypothetically 200 players per server. If you wanted a bigger server and a bigger map overall you’d have a problem. This is where the solution of the “Continuous World” comes in".
The idea of the “Continuous World” is the idea of taking a map and separating it into square segments like as seen in the picture below. A single continuous “world” separated into several different maps with some form of continuity and the ability to travel between regions. To clarify further, it would technically be four separate servers to maximize the “world’s” player population and you can travel between servers by going to the edge of a map, as long as it’s connected to another map.
At first you may seem mistaken as these are four separate maps all together. But you’re technically both right and wrong at the same time for when you take the map boundaries and put them into a proper map, you’d see a consistent world that you can travel about in. With this example is coastal plains, forest, and a mesa in the right two maps in the world. In the case of this world, it’s a completely blank slate with no looting locations and there’s nothing but materials within the world for you to tame.
Scattered throughout the world would be various hills, rivers, creeks, material nodes, animals, forests, etc. All for you to explore and get materials from. You can build a town, a fort, a port town, etc. From that you can build a Republic, a Kingdom, an Empire, or anything as long as you have enough players (possibly NPCs if that’s ever possible).
Items & Plugins
What would be the features within the server, the mods and such to make it more unique other than the ability to travel between servers. Other features would include town nodes to protect towns and cities from griefers. This would be turned off when one nation declare war on another. Both would be able to attack each other’s cities when they are at war with each other. The looming threat of war would probably end up being a deterrent to KOS in general. If one member of a nation murders a traveling merchant player and steals his shit, the nation the merchant is from may be crazy enough to crack his nation and destroy it. Thus it would fuck over his team mates.
MATERIALS & RESOURCES
There would be various building materials and paints. Of course you’ve got your standard logs and planks, as well as metal and brick. There would also be Stone Brick for forts and castles, there would also be adobe, sandstone and various building materials for various areas. Some building materials are hypotheticals and concepts for mods, others would probably end up getting in. Also, because all weapons are not raidable with the server, there would be no reason to build giant ugly metal buildings. People could build with wood towns without worry.
Metal wouldn’t exist in the server, but instead various metal ores such as Iron, Silver, Gold, Copper, Zinc, Tin, Coal, Etc. As well as some underground caves with resource nodes. Of course, you could find minerals and nuggets of resources within flowing streams and rivers but they’d be uncommon. You’d have to craft and maintain weapons and tools. Not to mention various fruits and vegetables to grow in gardens and farms to sell and trade to other people.
The reason why I wish for craftable clothing with dye packs is because it’s integral for the server idea to work in general as there would be no clothing spawns at all. Various types of clothing made from cloth from buttoned shirts, short sleeved, sweaters, shirts with inventory space, etc. Several types of leather hats, vests, backpacks, messenger bags, bandoliers, and more clothing items. All of that plus the ability to use dyes to customize said clothing.
The various clothing items that I wish for would probably end up being modded items, but I’m really hoping for the ability to dye craftable clothes in thousands of different colors in Unturned II. This so you could create unique uniforms, nice clothing designs, and some could have practical use if one so chooses. But again, smokeless powder wouldn’t really exist until late game and hopefully one can actually code a mod where there’s smoke from black powder rifles so camouflage clothes would be useless as the smoke from black powder rifles would give away your position if you were to engage in PVP.
Of course, do you think your dreams of nationhood are going to go unopposed? Hahahaha, fuck no. There will be common AI enemies for everyone. These will be the common enemies from the most laughable threat to shit your pants levels of threats.
The barbarians are various bands of primitives who just want to plunder and take your shit. They’ll vary from stone age primitives to coastal raiders who’ll set your shit on fire. The following groups will be emulated to be the various barbarian groups. The barbarians tend to be early to mid game level of threats and are hostile towards all player groups.
Germanic Tribesmen, they travel in large hordes and are pretty much the barbarian equivalent to zombies. They’re easy to deal with if you’ve got decent gear. Practically just a mob of troglodytes. However they’re not to be dealt with alone as they can just overrun you. Don’t underestimate the Germanic’s stupidity as they make up for it with numbers.
The Zulus, More advanced than the Germanic Tribesmen, they’ll actually engage in slightly more advanced tactics and will actually try to surround you and your friends. They’re the African equivalent to the Spartans and are somewhat difficult to deal with. You need good gear to dispatch them plus friends as they also travel in decently large groups.
Viking Raiders, total assholes who’ll raid the coastline and try to plunder your shit and pillage your village. When dispatching them they should be dealt with good gear as well as they’re faster and stronger than most barbarians but come in fewer numbers.
Apache Indians, same as the Vikings but are located in environments similar to that of the Southwestern United States. They’re total assholes who’ll fuck your shit by pelting your ass with arrows. You need good gear and a few guys to help you dispatch Apache Indians. However they’re territorial so they don’t travel outside their respective territory.
Bandits are assholes who’ll plunder your caravan and take your shit and rinse and repeat. If you’re engaging in trade these guys will be a major nusince if not outright dangerous. Unlike the other groups of Bad guys these guys are the smallest group in number consisting of five to six guys per group but unlike the Barbarians (with the exception of the Apache sharpshooter) are actually capable of utilizing firearms. They’re also hostile to Barbarian groups and will actually preferably fight barbarians over other players.
However bandits are not the greatest threat as they only travel in small groups. Neither are the barbarians the greatest threat either, even though Barbarians can travel in groups of up to 200. No, because the next group is a late game threat and the only group to possess weapons that are on par with and probably even better than the players in some cases and will take the best groups in the community in order to deal with.
The Imperials, tyrannical assholes who just want to conqueror shit for the glory of their Emperor. The Imperials unlike the Bandits, or the Barbarians actually possess really good weapons such as Artillery Guns, and even late game Warships, Ironclad Battleships. They’re also capable of sieging a town with a normal army. They typically travel with 300-500 men and are the biggest threat to any group. All low level towns are pretty much toast when they face the Imperials.
Imperial Ironclad Types
Leviathan Class Ironclad, similar to HMS Devastation this Ironclad is capable of destroying shore defenses like they’re nothing and terrorize coastal towns with it’s 12 inch naval guns. It’s got heavy armor so you’re going to need really good shore guns or an Ironclad of your own to deal with it. Though it’s very slow only able of a max speed of 8 knots.
Puritan Class Monitor Although it’s not as heavily armed, they’re faster, capable of going 30 knots but they’re substantially weaker and armed with 6-8 inch guns depending on whether it’s a Light or Heavy Monitor. These ships are the largest type of Warship capable of being built and crafted by the player, although they’re very expensive. The Imperium has these in a greater number they’re still relatively weak (for an ironclad) but maneuverable ships unlike the Leviathans.
Now that all the Baddies are out of the way let’s talk about what you the players will do other than fighting bandits and each other as well as gathering resources. This is where we get into nation building and the RP aspect of the server.
Nation Building Aspects
Now that all the resources have been gathered, the town built up, and everything else. It’s time to build a Civic System and to build a Civilization of your own.
Of course, the civic system part would be mostly the Roleplay part of this Survival Semi-RP server and what separates this server from both PVP & Factions Servers. Plus the fact that this server thematically uses weapons and technology from the beginning of the Gun Powder period to 1890s period. You could go the way of Monty Python and set up the Judean People’s Front, or the People’s Front of Judah. Or you can rip off a made up ideology from a Hearts of Iron IV mod, do whatever civic system you please. Hell, LARP as a monarch for all I care. Now we get into another part and the final part of this.
The Friendly NPCs
Of course there would be a few NPCs for trading purposes and to make the world more lively of course. What I’m thinking if possible is that you could recruit NPCs for an army of your own or sell certain materials to NPCs so they can sell mid to late game weapons and tools to you for a form of currency. Hell you could lead an expedition of NPC Merchants to another town on the other server that’s connected to it if you wanted to. Lead war parties on an expedition to carve out your own nation on a part of the map, subjugate others. It’s all up to you from this point on.
For now you’re wondering where I could’ve gotten these ideas from. Well for one, I got the ideas from the Civ servers within minecraft, and these ideas have been piling up with me because over time I’ve thought how could I get more people on a single map without lag issues. Turns out it’s near imossible but I have played ATLAS and Foxhole which use a grid based world map but these grid pieces are one server of their own. So through this method of a grid map which you can travel between the problem would be alleviated. The only real downside I see is the cost of maintaining the servers. What could be possible is over time you expand from one map to two or four with time.
TL;DR, vanilla Unturned II with aspects of minecraft Civ