Over the last year there has been numerous requests for different boundless features that just dont quite fit into the boundless survival gameplay. Stuff like pvp, dungeons, arenas, bounty hunters, and even the famous reapers trials. All of these game modes and more could be made possible or dramatically better with an alternative game mode I like to call “Glory mode”.
The gist of Glory mode is simple- it’s an alternative set of rules to the standard survival mode of boundless that players can opt-in to for a unique way to play Boundless. This game mode comes complete with it’s own skill pages, unlockables, achievements and interactions. A player would enter glory mode by warping to sanctum and changing their game mode or going to a home beacon. Once in Glory mode, they can return to survival mode the same way.
Glory mode is a mode of play where you give up some basic abilities and mechanics and gain some new ones in their place. In Glory mode, you can not break most blocks or meshes. Certain blocks like (not limited strictly to) standard gravel, foliage, or cobblestones can only be broken with the appropriate tool type or bombs while more refined blocks and solid stone can not be broken at all. Grapple hooks only attach to a limited number of soft blocks or specific target blocks.
Players no longer starve, but still benefit from food buffs. Skill pages are built from the ground up, but attributes like control, luck, crafting skills and item mastery are removed. Players instead build typical RPG stats. Eventually, powerful skills and heroic abilities may be added to the Glory skill tree… eventually.
Players also interact with other entities differently. Typical mobs either do not interact or are entirely invisible to players in Glory mode. Instead, only other glory mode players or creature projections. More on projections later. When in glory mode, a player need only fear death from natural causes- falling from great height, drowning, or falling from great height and drowning in lava. All other direct damage is in the form of “embarrassment” exactly like in the xmas snowball fight event. This normalizes the damage a player can take from both projections, traps, or other players without the threat of death, and makes it considerably easier to balance encounters for high or low level players alike. Beacon settings can warp disgraced to a soft respawn location such as the dungeon of a gladiator pit or a deadbox of an arena. Instead of gaining XP from defeating opponents, players instead gain back glory to offset embarrassment damage. Glory does not regenerate naturally like health and can not be recovered by the usual means. Only defeating enemies or being “healed” by another player in glory mode can recover glory.
The glory skill tree has three mutually exclusive branches as well as general skill trees for a player to choose from, allowing a player to build into the three primary RPG classes of tank, healer, and damage. These trees should also allow for various modifications to allow a player to build a unique class that fits their play style. Tanky melee warriors, ranged bomber alchemist that heals and does area damage, and agile melee rogues just to name a few.
Creature projections are a hologram of a mob that players have encountered and defeated in survival mode, saving a projection of the creature that can be re-summoned at any time. Projections of mobs appear exactly as they appeared in the wild. Other projections are also possible- customized neutral or hostile citizens can be created to act as NPCs or quest givers, guards, or enemies to populate dungeons or guard treasures.
A few other glory mode changes that would be great to have but dont need a whole paragraph to elaborate on them-
Items take no durability damage.
Grapple hooks only connect to soft blocks like wood or foliage, but not harder blocks like brick or metal.
Bombs deal no terrain damage, and have a limited ammo system, but cost no energy to throw.
Slingbow have an ammo system as well, with no energy cost.
Sprinting spends energy.
Melee spends energy.
Ammo based items are replenished on a timer.
Tools like hammers and shovels do no terrain damage except in explicit cases, and must be activated in beacon perms. They do however do melee damage to players and projections.
Energy is recovered by either resting (not spending energy) or drinking energy recovery brews or energy regen bombs. Coming to a full stop or sitting down regenerates energy the fastest.