Anyhow, about the totem thing. I'm no programmer, so I'll try to explain it the best I can:
Chieftan is the dude who places the totem down initially. At settlement stage one, for example, it can really just be him that activated the totem (by setting it down, which counts as the first "activation"), and then that person assigns the rest of his bros and bro-ettes into their places.
They way I imagined it, the whole block thing was pretty simple, but the way I wrote it might tell something different. Pretty much, the blocks are only really in two states: Wilderness (no modification, i.e. the default blocks) and Claimed (same as wilderness except durability is bumped up a bonkers amount). The second state is then rangled into another state, which is defined by the totem's I.D. or what have you. Any Brands (the extension flags) are considered in the same I.D. as the totem for this case. If you're logged into the Totem's ownership list (Chieftan, Advisers, Commoners; Immigrant isn't an official status, it's just a name I gave to people who aren't part of the community officially, and prisoners I guess are blacklisted from building player-side?) you are given an accelerated destruction rate as long as you're within a set distance from the totem.
The good thing about this is that if you place your totem near the bottom of a cliff, you and your crew (or just you) canmine out the side and get your whole little base set up much quicker. The bad thing is, now that I type that all out, it does seem like a load of unnecessary processes...
(EDIT:) I love this. It really gets me thinking about my ideas more and catching things I may have missed on the first and second passes I make before I upload them. Thanks!
So if I get this right (sorry for that, once again):
The totem itself will record who was that set it up in the first place by storing that player's ID.
That means that administrative functions can only be accessed by the person with that player ID (sorry this throws a whole wrench into the advisors thing, but honestly, handling permissions like that might be a bit complicated since it'll have to store the advisors in a linked list (read: messy) rather than a single variable).
Then, this person can add people to the allowed list who will gain an increased destruction bonus against blocks within the range of said totem and will be the only ones allowed to place blocks (not entities e.g. ladders) within this radius.
The server will have to direct event traffic in that particular neighborhood (which could be treated as an artificial biome/region) to the Totem and/or the closest Flag, which will then handle the event accordingly (e.g refuse and revert in the case of unauthorized, or pass on the chunk update to the server if authorized). This is in the case of placement of blocks.
In the case of destruction, I guess the authorized player will have a buff, i.e. have their player object destruction rate temporarily altered by the server, while the unauthorized player will have no buff. What the unauthorized player will have to do is overcome the increased block health of all blocks within the radius of the Totem (one time event that occurs only when a Totem is placed?).
i dont like the totem idea though, i would like players to be able t reinforce materials in the way suggested though.
EDIT: nevermind, i have some suggestions that would better the application and use for those iron plates. it should be made so that a certain block can have only 3 of those plates fitted onto it at a time, this is because on the sides of the block that do not have the plates on them, it destroying the block should be normal speed and the protective plate should fall off when thats done. this means once a breach in a castle is made, it doesnt take ages to demolish the rest. im aware this would still mean that you can make a fortress covered on all 6 sides, but these plates i imagine should take like 30 seconds to destroy (with any pick, hands should be 50 seconds), which your able to do if the other team has completely sealed themselves into their base and isnt shooting at you.
TNT should blow the plates off a surface, but the blocks underneath should be left untouched. this means if you want to breach a well defended wall, you need to come prepared with TNT or risk 30 seconds of digging for the initilal breach.
your idea with the plates would make iron a very used and sought after material, pretty cool imo.
btw, do you have any ideas for more uses for flint? right now flint is pretty useless, you get so much of the stuff and use 1 every day or so if your setting alot on fire.
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Matt, seriously, stop trolling. So can you please shut the **** up and go troll the infdev forums about how much you want to get 10 bucks from your hobo house?
@IMX: Preeetty much. Like I said, I'm no programmer, so I really have no idea what would be intensely complicated to put into the game.
@Chez: OH MAN am I INTERNET FAMOUS now?
@Snake: OH IT IS ON. (Also: Thanks!)
@Cyrix: Thank you, friendo.
@Matt: Yeah you have to build your wall first, and then you apply the plating. You could put them on the outside to keep people out, and put your ladders on the inside since I'm pretty sure you can't put an entity attached to another entity. If you can, than... maybe just not with plates?
The charger could be reworked a little to make a alternative idea:
So in a way, it's more like a Boar than a Pig, more like a wild animal over a predator.
Charger (aka Black Boar):
- A modified Pig model
- Wanders the map, and if sees player within a range, it "aggros" and glows flashes red!
- This enables "charge" and it will run faster from time to time to hit you.
- Movement speed is 75% of a player's speed, and 110% when it charges.
Btw, most of the mob illustration is closer to sci-fi alienating then fantasy monsters.
The elemental should seriously, be a moving floating block that emits a light. It's element changes as the environment it's in changes, and there can be multitudes of elementals.
Elementals should not be hostile to the player, but should react to the player's action.
For example, if a player went and mined a whole mountain, and having a group of awakened stone elementals pissed off at the player should not be a rare thing.
They shouldn't pulverize players, but probably does a suicide attack upon the player, dealing 1 heart damage.
Sure 1 damage isn't much, until you include other mobs and elementals you find while exploring.
Elementals can be detected by the way it's textured differently, and there are only 4 kinds of elementals:
Fire - Literally a floating "blue" fire block, hits player once and sets them on fire.
Water - White "bubble" in the water, looks closely to a block of glass, traps the player in the water for 1 second.
Earth - A cracked piece of dirt block, explodes and hurts the player for 1 damage.
Stone - A cracked piece of stone block, shatters and hurts the player for 1 damage.
Elementals may drop items, maybe the blocks they reside in.
You can attack elementals, and if you have a weapon equipped, it wouldn't be a big deal. But if your using a tool, expect it to survive your multitudes of "mining and digging" and hit you.
Elementals should be rare, so you can only find one out of 30~50 blocks of terrain.
Anyhow, about the totem thing. I'm no programmer, so I'll try to explain it the best I can:
Chieftan is the dude who places the totem down initially. At settlement stage one, for example, it can really just be him that activated the totem (by setting it down, which counts as the first "activation"), and then that person assigns the rest of his bros and bro-ettes into their places.
They way I imagined it, the whole block thing was pretty simple, but the way I wrote it might tell something different. Pretty much, the blocks are only really in two states: Wilderness (no modification, i.e. the default blocks) and Claimed (same as wilderness except durability is bumped up a bonkers amount). The second state is then rangled into another state, which is defined by the totem's I.D. or what have you. Any Brands (the extension flags) are considered in the same I.D. as the totem for this case. If you're logged into the Totem's ownership list (Chieftan, Advisers, Commoners; Immigrant isn't an official status, it's just a name I gave to people who aren't part of the community officially, and prisoners I guess are blacklisted from building player-side?) you are given an accelerated destruction rate as long as you're within a set distance from the totem.
The good thing about this is that if you place your totem near the bottom of a cliff, you and your crew (or just you) canmine out the side and get your whole little base set up much quicker. The bad thing is, now that I type that all out, it does seem like a load of unnecessary processes...
(EDIT:) I love this. It really gets me thinking about my ideas more and catching things I may have missed on the first and second passes I make before I upload them. Thanks!
The totem itself will record who was that set it up in the first place by storing that player's ID.
That means that administrative functions can only be accessed by the person with that player ID (sorry this throws a whole wrench into the advisors thing, but honestly, handling permissions like that might be a bit complicated since it'll have to store the advisors in a linked list (read: messy) rather than a single variable).
Then, this person can add people to the allowed list who will gain an increased destruction bonus against blocks within the range of said totem and will be the only ones allowed to place blocks (not entities e.g. ladders) within this radius.
The server will have to direct event traffic in that particular neighborhood (which could be treated as an artificial biome/region) to the Totem and/or the closest Flag, which will then handle the event accordingly (e.g refuse and revert in the case of unauthorized, or pass on the chunk update to the server if authorized). This is in the case of placement of blocks.
In the case of destruction, I guess the authorized player will have a buff, i.e. have their player object destruction rate temporarily altered by the server, while the unauthorized player will have no buff. What the unauthorized player will have to do is overcome the increased block health of all blocks within the radius of the Totem (one time event that occurs only when a Totem is placed?).
A++ would read again.
Very nice art. Especially the Leaper.
i dont like the totem idea though, i would like players to be able t reinforce materials in the way suggested though.
EDIT: nevermind, i have some suggestions that would better the application and use for those iron plates. it should be made so that a certain block can have only 3 of those plates fitted onto it at a time, this is because on the sides of the block that do not have the plates on them, it destroying the block should be normal speed and the protective plate should fall off when thats done. this means once a breach in a castle is made, it doesnt take ages to demolish the rest. im aware this would still mean that you can make a fortress covered on all 6 sides, but these plates i imagine should take like 30 seconds to destroy (with any pick, hands should be 50 seconds), which your able to do if the other team has completely sealed themselves into their base and isnt shooting at you.
TNT should blow the plates off a surface, but the blocks underneath should be left untouched. this means if you want to breach a well defended wall, you need to come prepared with TNT or risk 30 seconds of digging for the initilal breach.
your idea with the plates would make iron a very used and sought after material, pretty cool imo.
btw, do you have any ideas for more uses for flint? right now flint is pretty useless, you get so much of the stuff and use 1 every day or so if your setting alot on fire.
@Chez: OH MAN am I INTERNET FAMOUS now?
@Snake: OH IT IS ON. (Also: Thanks!)
@Cyrix: Thank you, friendo.
@Matt: Yeah you have to build your wall first, and then you apply the plating. You could put them on the outside to keep people out, and put your ladders on the inside since I'm pretty sure you can't put an entity attached to another entity. If you can, than... maybe just not with plates?
+1
Especially the new crafting ideas.
Click here to see the list of awesome ideas I support!
So in a way, it's more like a Boar than a Pig, more like a wild animal over a predator.
Charger (aka Black Boar):
- A modified Pig model
- Wanders the map, and if sees player within a range, it "aggros" and glows flashes red!
- This enables "charge" and it will run faster from time to time to hit you.
- Movement speed is 75% of a player's speed, and 110% when it charges.
Btw, most of the mob illustration is closer to sci-fi alienating then fantasy monsters.
The elemental should seriously, be a moving floating block that emits a light. It's element changes as the environment it's in changes, and there can be multitudes of elementals.
Elementals should not be hostile to the player, but should react to the player's action.
For example, if a player went and mined a whole mountain, and having a group of awakened stone elementals pissed off at the player should not be a rare thing.
They shouldn't pulverize players, but probably does a suicide attack upon the player, dealing 1 heart damage.
Sure 1 damage isn't much, until you include other mobs and elementals you find while exploring.
Elementals can be detected by the way it's textured differently, and there are only 4 kinds of elementals:
Fire - Literally a floating "blue" fire block, hits player once and sets them on fire.
Water - White "bubble" in the water, looks closely to a block of glass, traps the player in the water for 1 second.
Earth - A cracked piece of dirt block, explodes and hurts the player for 1 damage.
Stone - A cracked piece of stone block, shatters and hurts the player for 1 damage.
Elementals may drop items, maybe the blocks they reside in.
You can attack elementals, and if you have a weapon equipped, it wouldn't be a big deal. But if your using a tool, expect it to survive your multitudes of "mining and digging" and hit you.
Elementals should be rare, so you can only find one out of 30~50 blocks of terrain.
I just got uuuh... BSoD on Touhou. Wat.