EGCM Regular Crafter?

Started by GoR, January 09, 2013, 08:18:26 AM

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GoR

I just had the idea that if ECNR Has a Regular Player why wouldnt EGMC Have Regular "Crafters" ?
They would have a base and such stuff , like food , armors , weapons , and more.
They would need to have some hours (they could snapshot their stats etc)
Would be nice!:D
So , opinions pl0x?


Paranoid

would be a good idea, although the "benefits" should be something else, maybe access to EE :P (joke)

somethjing like the right to Teleport to others, or Votekick/mute against newbs
Certified Retard/Noob Hunter

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Matt

Quote from: GoR on January 09, 2013, 08:18:26 AM
I just had the idea that if ECNR Has a Regular Player why wouldnt EGMC Have Regular "Crafters" ?
They would have a base and such stuff , like food , armors , weapons , and more.
They would need to have some hours (they could snapshot their stats etc)
Would be nice!:D
So , opinions pl0x?

EGCM has Regular "Crafters" Good Idea...
The base and stuff like you said, Bad idea. Destroys the game.

Change the idea to something else, maybe like a /home command to teleport back to your home to save walking and also maybe teleport to a certain place only 1 place you can set. As Paranoid said maybe teleport to another person but again that kills the game plus it could be used as annoyance and also if they teleport in to areas which nobody else a part from the owner can get in to that will make them stuck for a while.

joaofcmb

Got an idea for this.

The regular crafters could have the following:

1- armor (iron) and iron sword, pickaxe and hoe enchanted to last forever
2- Ability to /tpa, /votekick, /sethome and /home command
3- Ability to buy egcm bases thu egc store with discount (i think u could sell nice bases in egc store)
4- Regular crafter meeting point, like a big base surrounded with a bedrock capsule, but super awesome inside (like ecnr Regular Lounge)
5- These, when they become regulars they can choose up to 3 mob spawners of any type they want.
6- Receival of 2 Advanced solar panels, 2 stacks of HV insulated wires ,a quantum batbox and 3 transformers of each type.
Regular ECNR player and Bone County's Sheriff's Department Sergeant

Quit

#4
i agree,but i think 1 mob spawner is enough 3 is a lil too much it will be easy to have huge mobfarm

Cookiemonstah

I do like my mob spawners....