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 Royal_Fortress

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firepwnsu

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Posts : 115
Join date : 2012-06-14
Age : 19
Location : United Kingdom

PostSubject: Royal_Fortress   Sat Jul 07, 2012 9:31 am

We have a new revision for this Faction...

Leader IGN: jedi_taz
Faction Name: The_Royal_Fortress
Your Age: 14
List The Following Players In Your Factions Below: (You don't count as one)

1. Firepwnsu
2. Zeyn97
3. C00KIE_MONST3R
4. Failedgamer
5. Sicko000
6. WhimsicalMaster4
7.Tunaaa
8.Ajpcool2000
9.Fatkid102398
10.Flash_bash64
11.Ljacmac ( his name might change )
12.Urikdaffy
13.Appleaddiction12
14.Lordofbob.

Anyone else dedicated enough to our town (Ferocraft) to join us. Or is a good friend.

Why You Want The Faction: We would like a faction because we are very active online and love the server. And also would like it to just have fun, to finally raid other factions, to show who is the boss.



Last edited by firepwnsu on Thu Aug 09, 2012 9:56 am; edited 5 times in total
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Zeyn97

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Join date : 2012-07-07
Age : 19
Location : United Kingdom

PostSubject: Re: Royal_Fortress   Sun Jul 08, 2012 10:53 am

We have a new revision for this Faction...

Leader IGN: jedi_taz
Faction Name: 69
Your Age: 14
List The Following Players In Your Factions Below: (You don't count as one)

1. Firepwnsu
2. Zeyn97
3. C00KIE_MONST3R
4. Failedgamer
5. Sicko000
6. Anyone else dedicated enough to our town (Ferocraft) to join us.

Why You Want The Faction: We would like a faction because we are very active online and love the server. And also would like it to just have fun, to finally raid other factions, to show who is the boss.

Ummm... Ghe!
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UnAuthorized
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Posts : 123
Join date : 2012-06-13
Location : Kentucky

PostSubject: Re: Royal_Fortress   Sun Jul 08, 2012 6:26 pm

Faction name is to short change it to something else.

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firepwnsu

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Location : United Kingdom

PostSubject: Re: Royal_Fortress   Mon Jul 09, 2012 1:04 pm

Could we please name it:

'The Royal Fortress'
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jedi_taz

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PostSubject: Re: Royal_Fortress   Mon Jul 09, 2012 1:08 pm

firepwnsu wrote:
Could we please name it:

'The Royal Fortress'


i agree
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UnAuthorized
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PostSubject: Re: Royal_Fortress   Mon Jul 09, 2012 4:21 pm

its to long but we can do

Royal_Fortress

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Zeyn97

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PostSubject: Re: Royal_Fortress   Mon Jul 09, 2012 5:15 pm

The Royal Fortress. Works for me
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firepwnsu

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PostSubject: Re: Royal_Fortress   Thu Jul 19, 2012 5:29 pm

UnAuthorized wrote:
its to long but we can do

Royal_Fortress

Then please do it XD
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Tunaaa

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PostSubject: Re: Royal_Fortress   Wed Aug 15, 2012 4:06 pm

I've been trying out a few ideas for a floating base design in creative, this is what I've come up with so far:



This base design is meant to be easy to defend, it will be floating in the sky with the floor at approximately y=200, possibly over an ocean to avoid faction members falling to their deaths.



There are 2 main parts to this base design, the central fort, and the outer ring. The fort is an easily defensible area, with only one bridge to the outer ring, with no sides so that attackers can easily be shot off. The entrance to the fort is on the opposite side to the bridge, to slow down attackers. Faction members can build houses/farms/storage areas etc. outside the outer ring, with the ring being the limit at which they can build to avoid creating a jump-able gap to the fort.



On the inside of the fort is a bridge to a central room, this bridge has no sides either, and there are 2 balconies which faction members can shoot invaders from. There is a lava portcullis to stop invaders entering the fort. The faction home can be set in the fort to keep members safe during a raid.



In this design the roof is not finished, there is room for a tower or another building in the center, which can contain living areas for the faction leader and other important faction members, as well as town storage and some farms. There will also most likely be some dispensers attached to toggle clocks and TNT traps around the fort to make defense easier.



Feedback is always appreciated! I'd like as many ideas as possible to improve this design, so that hopefully it will become good enough to use when the new world is introduced. Very Happy
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firepwnsu

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PostSubject: Re: Royal_Fortress   Thu Aug 16, 2012 6:28 am

Once again, I really appreciate you helping out.
I love the design, it looks good, easy to place, easily defend-able.
It's great overall.
But If I have to give critique, I would love it much more if it was much more huge.
Since our Faction has alot of people in it, and I would assume that they would like a space to maybe build a small place to places chests and what not.

It's brilliant xD
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Tunaaa

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PostSubject: Re: Royal_Fortress   Thu Aug 16, 2012 4:24 pm

Thanks Fire Very Happy
Making it bigger would be pretty easy, just need to make all the circles bigger, and yeah it'd give people a lot more room to work with. I created a dispenser trap in the fort, and the redstone for the toggle clock and the pistons to conceal it took up quite a large amount of space inside the fort, so bigger is definitely better.
Concerning faction members having their own space for chests and such, my idea was that they'd be able to build outside the ring that circles the whole fort, just creating a large flat platform which is easily expandable in all directions, and later on we could build an even larger circle wall around all the faction members' buildings. Smile
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firepwnsu

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PostSubject: Re: Royal_Fortress   Fri Aug 17, 2012 6:09 am

I totally agree, I think it is a really good idea.
I am just waiting for Jedi, to get on since we chose him for mayor to look at the design.
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Cazor
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PostSubject: Re: Royal_Fortress   Fri Aug 17, 2012 11:05 am

Nice design Tunaaa, my only suggestion to you though is that you protect wherever the chests will end up with obbsidian. This is a percuation against tnt cannons that may or may not work (needs to be tested).
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firepwnsu

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PostSubject: Re: Royal_Fortress   Fri Aug 17, 2012 11:12 am

Cazor wrote:
Nice design Tunaaa, my only suggestion to you though is that you protect wherever the chests will end up with obbsidian. This is a percuation against tnt cannons that may or may not work (needs to be tested).

Oh, last time I asked, TNT could be placed, and primed and on explosion it will only cause damage and not destruction.
A bit like the Creepers.
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Cazor
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PostSubject: Re: Royal_Fortress   Fri Aug 17, 2012 11:32 am

Some things I've seen in the past lead me to believe that tnt cuases block damage in faction land regardless of any global block like we have now.
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firepwnsu

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PostSubject: Re: Royal_Fortress   Sat Aug 18, 2012 10:19 am

Cazor wrote:
Some things I've seen in the past lead me to believe that tnt cuases block damage in faction land regardless of any global block like we have now.

Damn, that would suck it the destruction was enabled. Too much griefing will go on.
Lets just hope it will be disabled.
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emfan45



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PostSubject: Re: Royal_Fortress   Sun Aug 19, 2012 10:54 am

i would like to kjoin this faction, thanks emfan45
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firepwnsu

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PostSubject: Re: Royal_Fortress   Sun Aug 19, 2012 3:12 pm

[quote="emfan45"]i would like to kjoin this faction, thanks emfan45[

Sure, no problem/quote]
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