actually wait does this even sound like an RP gamemode anymore
That's the thing about RP's. Give the players no objectives and they'll become bored and not follow rules. Give them too many objectives and it stops being an RP and becomes more of a TDM or something of that sorts.
Anyway, this is my idea. It's more of a "land grab" minigame than an RP, but so many RP elements could be incorporated into it that I thought it would be to type out. Sorry if it is a bit confusing as I'm not very good at getting my ideas into words in logical order.
When the player spawns, a GUI appears on it's screen. The player then has to pick 3 colors that will make them unique. These colors are used in everything, from player appearance to buildings. Once a player picks it's colors, nobody else is able to use those same ones. The rest of the GUI looks like the "Player Appearance" GUI, save that it has only Medieval stuff. This is what you're avatar will be wearing. The colors for each appearance item will be the 3 colors you chose. The last thing on the GUI is a text box labeled "Country". This is where you put the name of the area you will rule over. To give you a better understanding of the GUI process, I'll give you a few examples.
Say I pick Brown, Light Grey, and Light Grey as my 3 colors. He'd look like this:
Green, Green, Red:
Red, White, Brown:
The first color is the Torso, Arms, and Pants (The first picture has the pants messed up). The second color is the Hat, Backback, and Shoulder. The third color is the Hands, Feet, and Accent.
The country will be added behind the name in chat and will appear in other things. So if my country was "Dagorhir", my name in chat would be "Thorax of Dagorhir".
Together, all 3 of these options (Colors, Appearance, Country) make up a player's faction. I'll explain factions later on.
Now that Players have made their way through the GUI, they are ready to start playing.
Players will find themselves in the spawn area. All players in this area are invincible which will help control spawn killing. The spawn area is a 64x64 baseplate that has 3 tool spawns (An Axe, a Plow, and a Pick). Also, the spawn area is surrounded by randomly generated land. It will look something like this:
The "
S" is the Spawn Area. The light green is a field and are found the most. Dark Green is a forest. Brown is a cave and found the least.
Now players must claim land for their faction. They do this through a 100-click challenge. I'll start with the Field.
To conquer a Field, a player will need to harvest crops from it. First, the player must grab the plow tool from the Spawn Area. They then head to the field they want to conquer and, using the plow to hit, start clicking on the baseplate. After 15 clicks, they will have plowed one row of dirt. They need to plow 4. By 60 clicks, they will have plowed 4. Now they must plant seeds. This is accomplished by clicking twice on every row, bring the total clicks to 68. Now they need to water the seeds. By clicking 3 times on each row, the seeds will have sprouted and their total clicks should be up to 80. Now the player must harvest it's crops. There are 20 in total. After they click on each one (making it disappear), everything on the baseplate will disappear and the player will now own that land.
To conquer a Forest, a player will need to clear the trees from it. First, the player must grab the axe tool from the Spawn Area. They then head to the forest they want to conquer and, using the axe to hit, start clicking on the trees. There are 20 trees per baseplate, so 5 clicks will chop 1 down. After all the trees are chopped down, the player will now own that land.
To conquer a Cave, a player will need to dig enough dirt and gems from it. First, the player must grab the plow tool from the Spawn Area. They then head to the mine entrance they want to conquer and, using the pick to hit, click on the hole. This will teleport them to the mine. The mine will be like the "Infinite Mining Mod" except players won't be able to dig up or down, only outwards. The mine will be in the sky out of any other player's way. It will also make the player invincible as it is a community mine. Each time a player clicks on dirt, it counts as 1 click. After 100 clicks, they head to the exit and click on the hole to go back to their entrance, which they now own. The mine entrance will not be there when they get back.
If all squares adjacent to the spawn are conquered, the spawn will move where it is at least 3 spaces away from the nearest owned land. This makes it so that new players don't have to fight their way through empires just to start their own.
After a player conquers land, they are awarded 10gp (Caves are the exception to this as gems are small multipliers). They can use this however they like. Also, a flag with 3 stripes with their colors (First color on top, last on bottom) is placed in the center of the land, letting everyone know that they conquered it. At the base of the flagpole will be a "totem pole" of buttons. These will determine how the land is used. 4 options will be available: Hut, Farm, Tree Farm, Mine Entrance. These are all "Level 1" builds, meaning they can be built with little to no requirements. Huts can be build anywhere you've conquered. They cost 10gp to build. Farms can be built anywhere for free. Tree Farms can be built anywhere except on caves. Mine Entrances can only be built on caves and cost 5gp to build.
Farms, Tree Farms, and Mine Entrances work exactly like a field, forest or cave except they are reusable, meaning you don't have to build it every time after you finish the challenge. These areas also have the player's flag on them with a "reset" button. The reset button "unbuilds" your land to it's last level.
If the player builds a hut, the player get's a few perks. The hut is the gateway to all other buildings. The hut also becomes your spawn point so that if you die, you don't have to search for you land. It has a bed in it (Players could have an exhaustion meter that would prevent them from working/walking too much unless they slept). It also has a table with 3 buttons. One is for a stone house, the other is for a weapon's forge, and the last is a reset button (Start assuming all builds will have these). The stone house costs 15gp while the Weapon's Forge costs 5gp.
The Weapon's Forge has one purpose, to make weapons. This will be a Basic Weapon's Forge. It can only make one weapon and that weapon is a sword. It costs 5gp to make and possible has a click challenge that goes with it. Aside from weapon making, it has 2 buttons, an UPGRADE button and a reset button. By upgrading the Basic Weapon's Forge, you get a Normal Weapon's Forge capable of making more than just a sword. This upgrade costs 15gp. It also has an UPGRADE and reset button. By upgrading the Normal Weapon's Forge, you get an Advanced Weapon's Forge capable of making stronger versions of the same weapons the Normal UPGRADE had. This upgrade costs 25gp.
Stone houses UPGRADE into a variety of things, ranging from towers to stables to castles. I won't go into that because this is all just an idea and I haven't really got everything worked out. Also, everything above a hut earns a small amount of gp per minute. A stone house earns 1gp per minute while a castle could earn 5gp.
Now lets talk about factions. Every player that enters has their own unique faction. This faction is capable of supporting itself using a one-man army. But what if you want a bit of help? You can request that another player joins your faction in order to grow stronger. This will become essential to maintaining your land. When a player joins another player's faction, everything about the joining player changes. The colors and appearance looks like that of the faction head. And their country now reads that of the faction head's country.
Now a hierarchy system comes into play. The creator of the faction AKA the faction head is know as the "King". Anyone joining the faction is known as a "Peasant. Kings can upgrade and downgrade members between a range of different positions. Higher positions get higher perks, so it pays to be loyal to one faction. The position order is as follows:
King/Queen
Heir
Knight
Tradesman
Subject
Peasant
Peasants have no real perks except that they can move up in position. They have to give 40% of what they make to the rest of the faction.
Subjects are a step up from Peasant. They only have to pay 30% of what they earn to the faction.
Tradesman only pay 20%
Knights pay 10%
Heirs pay nothing.
The King receives 50% of what the faction receives. The rest goes into the "Faction Bank".
The Faction Bank is known by your country's name. For example, mine would have been "Dagorhir National Bank". This bank can be build from a stone house somewhere down the line. Workers can deposit their money in the Faction Bank to avoid losing it in case of death. They are also able withdraw up to 25gp every 3 minutes unless the king grants them a larger amount. The king can withdraw as much money has he wants.
Now you may be asking, "What about abusive kings that force everyone to stay as a peasant?" That's the beauty about this system, if royalty is treating you unfairly,you can join a different faction or start your own. Royalty relies on workers to make money so that they can grow their kingdom. So to keep them from leaving, they will try to treat their subordinates with kindness.
One random note I forgot to mention is that a joining faction member loses all it's land to the next leader of the faction. If there is noone else in the faction, any land that had a hut or more turns into ruins.
Now that we know the innerworkings of a faction, what about diplomacy? Kings can do 3 things to deal with other countries: 1. Request a Truce, 2. Declare War, or 3. Return/Remain Neutral.
Staying Neutral or having a Truce gives players the option to buy or sell land to other kingdoms.
Waring countries are able to steal land from eachother through battles. Now I'll explain how this works.
First of all, if you are ever to die, you are presented with 2 choices. Wait 2 minutes while someone preforms CPR on you to revive you or you can pay 50gp to bring you back instantly. This 50gp can come from 1 of 2 places. Either from your wallet, or from your Faction Bank. Any other money you had on you is awarded to the person who slew you. And to prevent random slaughterings of people, by attacking someone outside of war, you're offense will be brought to the attention of both your King and the victim's king. They are to work it out however they can, whither it be enough to pay back the death fee or if it is kicking your from the faction.
By slaying enemies, as I mentioned earlier, you are awarded their extra gold.
Until a faction has made more than 30gp, you are unable to declare war on that faction.
Attacking land is bit of a process. First you must destroy the enemy building (not exactly sure how that will work, but it involves your melee weapon hitting something). Then the land will lose ownership and go back to a neutral state. You must do the click challenge for that particular plate except that it only takes 50 clicks instead of 100.
If you stumble upon ruins, you must first clear away the rubble (25 clicks), then complete the click challenge (50 clicks).
That's basically how that works. I know there is a lot more I didn't write down because I'm pretty tired and can't remember it all, but I'll keep adding.
Also, as for RP elements, if you farm/lumberjack/mine a lot, you can use that particular tool as a weapon.
There are probably a lot more as well, but I'm not thinking to clearly at the moment.
Also, balls, this is a lot of text. Please just read this massive wall as it has taken me almost 3 hours to write.