#btw there is probs an smp like this somewhere that i have no clue about but i just like these rules bc they make it rpg-ish
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whats ur medic system/curing system id love to hear abt what ur thinking
YESSS OMG A CHANCE TO RAMBLE <33 my system is sooo needlessly complicated I love it
Ok so obviously the ZSMP is modded. It's similar to the mods used for the Slimecicle Cinematic Universe Zombie video but there aren't guns and cars and the like (or, if there are they aren't added to the server until a few months in.)
The ZSMP is semi-hardcore. When a player reaches 0 health instead of dying they "faint." (If you die in water or lava your body is teleported to the nearest solid block.) Once you've fainted you have 24 real life hours to get a friend to come and revive you or you turn into a zombie.
Once you're a zombie you have the ability to log in and play as the zombie, your goal is now to kill and cause havoc but you're very slow moving. If a player kills you you just respawn again.
Players can be brought back to life after fainting and zombie players can be revived, more on this in a bit.
On the ZSMP there are 3 exp bars instead of just one: physical, practical and mental xp.
Physical XP is basically the same as normal XP in Minecraft. You kill a zombie, you gain XP, which helps you hit harder. Gaining physical XP also makes you run faster and you're able to use certain weapons (heavy axes and the like) once you reach certain levels.
Practical XP is collecting resources (like how you earn XP for mining coal in vanilla mc), building machines and building fortifications. (Side note: On the server each block has its own "health" bar that zombies can wear down and eventually the block will break.) More Practical XP means more machines unlocked, crafting recipes to make fortifications/blocks last longer and even tools to help locate valuable resources.
Mental XP is science and medicine. Not just crafting medicines and potions but also using them. The basic medkit only heals one heart when used by someone with no Mental XP, but gaining more lets you eventually heal allies so well they gain extra hearts. Mental XP level 3 is required to revive an ally and it costs 20 medkits (it costs less as you level up.)
On the server, crafting recipes are locked until each player unlocks them by levelling up, so even if your friend tells you how to craft the zombie virus cure you can't actually do it until you've leveled up. Also, you can't use certain items until you're a high enough level.
SO, when a player "faints", someone with a high enough level has to go find them and spend the medkits to revive them. Eventually, players who reach a high mental level can craft a cure for other players and can cure them to bring them back into the game. This can be done as many times as they want, but the longer a player is a zombie the more levels they lose when they're finally brought back. This cure is very expensive at first but less expensive as the healer gains levels.
This system is especially fun because player administering the cure has to have a pretty high level so their services will likely be in high demand for those whose loved ones have been turned......
#and eventually there can be a crazy expensive cure for npc zombies etc etc#zsmp#asks#i have put so much thought into this silliness.. thank you for enabling me beloved Miso!!! 💕#btw there is probs an smp like this somewhere that i have no clue about but i just like these rules bc they make it rpg-ish#and encourage players to cooperate and request each others services#your healer is offline and an ally died? better go ask the rival compound's healer to name their price...#tw unreality
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