Yes sgt you are correct, sdk is back! However there is two problems: 1. He designed his own version of mploader which is not compatible with the one the rest of the mods use 2. His mod is not ported to bukkit yet but SDK said he will do it himself. He even mentioned that his gun mod wont be compatible with the rest of the mods we use until 1.2. So, instead of updating to 1.1 and getting...well I'm not sure really a bunch of novelty crap...I'm just going to wait for 1.2 and finally get use guns and....
TURRETS!!
And I did something pretty radical...I think you guys will like it though. Generators are set to 250 eu/t. Their fuels are boosted by the same multiplier. This makes farming, burning coal and making fuel well well worth it. This should also enable massive UU factories to make decent quantities of all needed supplies. Obviously this will be even better when we update to 1.2 and roll the nerfs back. However there is a catch - I'm doing this largely to eliminate the need to make scrap, if I find big scrap makers I will delete them. The mechanic is pointless and just generates lag so I decided to cut it out of the equation by making EU ridiculously easy to get. I may even boost it more in the future depending on feedback. Note that geo's have recieved a huge boost too, about 100 eu/t. All other gens are the same.
Quantum leggings are now gone too.
Now I will be preventing cactus farming so don't go building those everywhere. I suggest using forestry to make treefarms and make the logs into charcoal.
I have also decided to phase shields out, cause the ability to bring them down with chicken eggs makes them a pointless investment trap. Just use teslas, if you wire them with HV and pump as much EU into them as possible they will target players 40 blocks away and fry them instantly.
Obviously combat in minecraft is a tenuous ordeal. Issues like theifs and griefers already make this game tricky enough, but adding total war to that compounds problems. It seems that the source of the issue mostly revolves around how long it takes to do anything (mine, build, whatever). By reducing the amount of time needed for those tasks im hoping to encourage combat and reduce stress. I mean, when you play unreal or TFC do you sweat from dying much or rage quit from losing one match? No, cause you have invested no time into the game, there is no significant loss. On the other hand if you play in a MC war server you will likely invest hundreds of hours to get decent equipment and a good setup to keep you supplied with armor and ammo indefinetly, so losing that setup would probably piss you off really bad and make you not want to play. I want to find the medium between these polar opposites. A reasonable investment of time and/or a large group working together should be enough to let you compete nearly indefinetly.
Also, I designed this server for people who wanted to jump into a war server, have a team that offers them enough to at least fight in wars, make friends and pretty much fight all the time. I intended there to be as little building as possible. Fortifications and factories are really all you need. I did not want people having to spend 40 hours before they can compete, or form sub-teams, or go off on their own and not talk to anyone or participate in anything. I did not want one group continuously dominating the other cause they spend 10x more time in the game, basically controlling the server and making it impossible or useless to even play. I want success to be determined by how good of a leader you are or how well you prepare strategies, whether or not you can plan things out and marshall enough people to actually follow the plan; by how well you shoot or how well disguised your traps are or how well you fly or sneak. This is not a competition between basement dwellers and casual players. Success here will be determined by your combat merit not how many hours you can drop into this. Your success will also be determined by your ability to work with others and cooperate with them. This is not an aspie friendly server which values rugged individualism or vast private holdings. This is meant for socially adept people who don't have an aversion towards other humans. The friendlier you are the more likely you are to be part of a cohesive group, and cohesive groups always pound the shit out of individuals.
However, the resource we are shortest on is leadership, and the only thing I can think of to change that is to give reps the power to kick people off teams or ban them. I will also be getting rid of mining lasers (#1 tool of choice for griefers) and giving every player the power to use /sw (the tool for checking to see who broke a block or accessed a chest). If i find people abusing those powers they will lose them or be banned. That being said I'm looking for 2 responsible, trustworthy people on each team for me to give those powers too. They will finally have total control of their teams but they will be expected to actually lead not just wield the power to ban. I am also willing to make sub-regions within capitols where no one but a rep or leader can build, so that once factories are built they can be protected from tampering or griefing. Obviously during war the other team can still target them, but at least you wont have to worry about people who you should be able to trust.