"Sheep Hunt"

X__x

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I remember that there was a hunt for a new mini-game other than KotL, so I had an idea (ten minutes ago in TS) which could be an in-between round / off to the side mini-game. Sheep Hunt, being where you take the members on, put them on a small map to make a small shelter in a time limit of seven minutes. After seven minutes has passed, lava starts flowing. The members are all temporarily given a sheep head (or not, would be harder if they gained it), but one player is a 'wolf.' The wolf is tasked with going around and killing the sheep. If the sheep all die, the wolf wins. If the wolf is caught in the act, the sheep win. Likewise if the sheep survive the ten minutes, they win and the wolf loses. The wolf also has invincibility, so they can travel through lava to kill the sheep. (I'm told this is like "TTT in gmod"?)

Sum up, if that's too much:

New mini-game idea: Sheep Hunt
Ten minute limit after main round
Players are designated as 'Sheep' and 'Wolf'
All players wear a sheep head for the round
Wolf is invincible
Small maps
Sheep win if: wolf is caught or one sheep survives the ten minutes
Wolf wins if: all sheep dead.
Lava flows after seven of the ten minutes
Players are notified if they're a sheep or wolf
Dead sheep respawn in a sheep graveyard until round ends


But the time in between rounds would double from the, what, five minutes we currently have? This could interfere with others wanting to play who joined after the round ended and didn't get into the game.

A way to fix this, however, is to restore the vote to go play a mini-game. This way, you could have it set so people could elect to play KotL or Sheep Hunt. Or any other future mini-game.

What about an incentive to play? It seems like it could get boring after a little while..

I figured as much, why play if there's nothing good right? Being 1/3 of the normal time limit in between rounds, why not have it set to 1/3 the cookies of the rank of each player on the winning side?

But what about the losing side? Why should we waste that time if we lose?

Why not give them 1/2 the amount of prizes from KotL, then? I figure it could be either that or 1/3 the normal prizes from KotL. Something could be figured out.
 

Kuyajer

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Just more things to thing about
What about new players(as in people who have just joined the server)?
What about dying? Inventories? Experience?
What if there's only one or two players?
What about if people build with obsidian, or make themselves unreachable? It wouldn't be hard to separate yourself from everyone and then guess whoever built up to you was the wolf.
What about communication? If all the sheep are dead or if everyone can talk to each other, the one that gets flooded can just shout out "IT WAS X"
Wouldn't it be (fairly)easy to catch the wolf?

I like the idea but you asked for more problems so I'm being as particular as possible.
 

X__x

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Just more things to thing about
What about new players(as in people who have just joined the server)?
Players who just joined the server will have to wait until the next time, as we currently do with KotL.

What about dying? Inventories? Experience?
Items/Experience are not lost during death, as we have in the lobby and KotL.

What if there's only one or two players?
Well, originally it was 5 players needed to play KotL during the vote (reference to Dess' post), but it never worked because people hated the vote? Why not change it so those who vote to play will be brought over to the game. Only one player will be randomly chosen as a wolf or sheep. Two players become clearly one sheep and one wolf.

What about if people build with obsidian, or make themselves unreachable? It wouldn't be hard to separate yourself from everyone and then guess whoever built up to you was the wolf.
Obsidian would be extremely difficult to get, though it should be restricted from placement. As for unreachable, the wolf can swim in lava due to invincibility. Originally, I figured having the players all disguised as the sheep mob would be better than having the sheep head on their helmet slot. That feels too difficult, as you can't tell who is who.

What about communication? If all the sheep are dead or if everyone can talk to each other, the one that gets flooded can just shout out "IT WAS X"
Dead sheep get muted. No talking for them~

Wouldn't it be (fairly)easy to catch the wolf?
Once it got down to the last pair, sure. But if it's possible to disable the /who /glist or other functions, like pulling up the users online list via tab (whatever other button is programmed for it), could help prevent getting it. Unless the player has impressive memory / took a screenshot of who joined the game, it'll be a bit difficult having those modifications.

I like the idea but you asked for more problems so I'm being as particular as possible.
Everything I answered is clearly in bold within the quote. Makes things loads easier.

As for @Dessern5 how do you mean everyone hated it? Rather, why did we force it to be five people minimum? Why didn't we have it set so whoever voted to play would be brought into KotL whereas those who voted they didn't want to play / didn't vote didn't get moved? I personally hate being forced into KotL with the present way things are. Sure, it's just a matter of /lobby afterwards, but it's still somewhat annoying, especially with the mass-deaths going on with twenty players going crazy in there (excluding the vetops going around with uber-weapons/godmode when they're on).

As for ten minutes, that was just an initial idea for time. It's possible for setting up a five minute round, but at the bare minimum. Making a home in under a minute after getting to a good spot is almost impossible. There'd also need to be some time for the wolf to hunt, too.
 

Robo

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I like this idea, I feel it'd be nice to have something a little different then KotL. I like the idea of being able to chose either to play KotL or Sheep Hunt. Although there are, from what I heard, a fine amount of problems with this; I'm sure they'll get worked out.
I give you an (imaginary)+1.
 

Fiestaguy

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why... Why ;-;

Okay so your idea can be turned into something Trouble in Terrorist Town-ish. With a 8:1 Ratio. Sheep do not know wolves. Wolves do not know sheep. It'll be the sheep job to kill all wolves and vice versa. Wolves appear as sheep and every person is armed with bow and arrow and a stone sword, And wolves can get like special items like swords. That means the sheep need to KILL the wolves. instead of finding 'em.

To prevent massive slaughter amongst sheep. Let's add that whenever a sheep kills a fellow sheep they die themselves?
 
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X__x

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why... Why ;-;

Okay so your idea can be turned into something Trouble in Terrorist Town-ish. With a 8:1 Ratio. Sheep do not know wolves. Wolves do not know sheep. It'll be the sheep job to kill all wolves and vice versa. Wolves appear as sheep and every person is armed with bow and arrow and a stone sword, And wolves can get like special items like swords. That means the sheep need to KILL the wolves. instead of finding 'em.

To prevent massive slaughter amongst sheep. Let's add that whenever a sheep kills a fellow sheep they die themselves?
That feels it would remove the concept of a lone wolf with invincibility, though. From the looks of that game, it also seems we'd need to remove the flow of lava covering the map, too. My original intention on this was a mini-version of the current rounds, except one player is designated the player going around to kill everyone else. The only thing with this is that one player can not die.

Although to change it so the players inventories are temporarily discarded until the end of the minigame would be a bit tricky, no? Unless you'd think we'd be able to add something to hold the inventories until then. Similarly to what we did during that party of celebrations, several months ago. Remember? The five videos I uploaded to youtube on October last year. We had a mass of chests created for storage just for that day before the drop party. But that's a great deal of work to do, locking chests to players and such.
 

Fiestaguy

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That feels it would remove the concept of a lone wolf with invincibility, though. From the looks of that game, it also seems we'd need to remove the flow of lava covering the map, too. My original intention on this was a mini-version of the current rounds, except one player is designated the player going around to kill everyone else. The only thing with this is that one player can not die.

Although to change it so the players inventories are temporarily discarded until the end of the minigame would be a bit tricky, no? Unless you'd think we'd be able to add something to hold the inventories until then. Similarly to what we did during that party of celebrations, several months ago. Remember? The five videos I uploaded to youtube on October last year. We had a mass of chests created for storage just for that day before the drop party. But that's a great deal of work to do, locking chests to players and such.
Think about it. A lone wofl just getting "Caught"... The more sheeps there are the more wolves there are. If we got 30 people and 1 wolf. IMPOSSIBRU. And if he can't die, Go to infection. We got a whole server dedicated to that.
 

X__x

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Think about it. A lone wofl just getting "Caught"... The more sheeps there are the more wolves there are. If we got 30 people and 1 wolf. IMPOSSIBRU. And if he can't die, Go to infection. We got a whole server dedicated to that.
Infection is tag, not killing. That'd be AoD. Chances of thirty or more players being in a minigame is highly unlikely, at best. I'd even doubt fifteen-twenty people would be in at once. If it were more than just one player killing others, the idea wouldn't even be suggested. It'd pretty much incorporate the other servers into RoF. But if you're unsatisfied with that, why not cap it at five or six players in the mini-game? Would you find that to be a more reasonable compromise for the balance? o.o
 
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