hi, i apologize if the thread happens to contain some duplicated material for i have not checked thoroughly, and i apologize for reposting this after posting it on the wrong section (T_T first timer here). and i must say for a game in it's alpha stage I'm quite impressed so keep up the good work :smile.gif:
some ideas i would like to see hopefully implemented are as follows:
N.B i marked possible duplicate ideas with an asterisk *
*>>free for all SMP "option",just usual SMP with the ability for us to freely kill each other if need be. it would be fun to host a game with friends where we can pit against each other and survive zombies at the same time i like it merciless.
*>> more player to player interaction such as trade and currency which has been discussed to death sorry for mentioning it.
*>> however, besides simple currency and trade id like to see alliances and teams that can be setup. so some form of diplomacy kinda like empire earth or sword of the stars as an example, adds a nice feel to a free for all SMP
>> an option to set spawn delay after death
*>> shields, might be hard to implement but it adds a bit of a vibe to combat if we can for say use the sneak button or some button of some sort to block if carrying a single handed weapon leaving the feet exposed
*>> more weapons like a two handed sword, or a slingshot that uses rocks, or spears, or daggers. having a difference in attack speed or range would be nice.
*>> i know people hate guns but i'm not talking modern age just the old musket that takes ages to reload but does decent damage or the good ol' old dual pistols and crossbows.
>> maybe make some sort of a tech tree to disable certain items from being manufactured when setting up a game and allow a flexible way for people to import modifications of weapons or items in game to certain privately hosted servers. such that you can set the game up in a unique theme or age. creativity is what makes this game awesome, instead of placing it on a strict path why not give the power to the player to choose what they want or don't want hosted. it can prevent clashing opinions. a flexible system will make different tastes agree since we can all have it our way.
*>> siege weapons sounds like an awesome idea to go with the tech tree/options, however give it a good twist of creativity where you have different chunks that have to be setup so you can have different types of improvised siege weapons and nothing concrete. like say a trolley fitted with a battering ram or a cannon contraption like the ones on you-tube but more practical that require TNT/gunpowder for a charge and some sort of ammo, like rock chunks or slate or even TNT itself.
>> to make further advanced structures like the aforementioned siege weapon chunks which require time to setup by piece by piece, why not make an even larger crafting board than the 3x3x3, through placing several together or making it harder by having people require different types of work benches to setup different pieces of the siege weapons or advanced structures that might be too large, make some workbenches more involved with advanced and specialized to say woodwork, or metal work.
*>> make certain points in the body more prone to vital/critical damage than others. say if managed to hit someone in the head he/she looses more health than getting hit on the abdomen.
>> crafting or processing of materials that is less prone to be broken with ease by a mining pick. i like how it's hard to break stuff underwater useful in trapping enemy player yet they can escape if they have a sly wit.
>> my best part, providing more materials to improvise smart traps against other humans, like spiked trenches with breakable foliage from trees to cover them (make tree leaves breakable when stepped on), or a battering log or impaler that can trigger and swing reigning death if the player's reaction isn't fast enough or give the ability to craft impostor blocks that can be sand, dirt, or rock, which break up when stepped on and look slightly distinguishable from the original pieces such that the player will not fall into the trap if he is very careful of his surroundings to be fair but easily fall into it and not notice it if he's not paying attention like change the color slightly and add a slight cracking to distinguish a fake block that breaks from a real one.
>> more traps that can lure a person to think he has struck something of value like a gold vein or coal vein but have them be impostor pieces as well.
>> since in free for all alliance pvp you would want to raid and steal other people's chests why not place some sort of password or combination lock, however allow the chest to be breakable which allows people to make use of place booby trap chests filled with nasties like TNT or that trigger something when opened or broken like say a well placed lava trap and shutter doors that slide down muwahaha. this allows for creative methods to counter raiding operations that can be done in a large number of unique and unexpected ways.
>> trip wire made of lets say bells and string, make it very faint in color and almost invisible to the naked eye if not paying attention but can be disabled by right clicking while using a special tool of some sort. you can use this to trigger other traps enabling more ingenuity and combinations of traps against other humans. off course it would also be nice to keep things in balance such that you can outwit your opponent as well and salvage his traps and make use of his parts elsewhere. all this added ingenuity and strategy is quite entertaining.
>> build bigger and better, make use of the siege weapon idea where you can slowly but surely setup big systems, like let's say a large boat that can have it's hull built in pieces and can be built in a large variety of ways.
>> a builder tool that looks like a flag or torch or box which comes in different sizes, that allows the construction of something you have made before and saved by using a different program or inbuilt program, this should be limited to a certain sizes like say 10x10x10 and 15x15x15 and take a long period of time to complete construction on its own(kinda like the smelting bench top where you can leave it to finish up it's given task), these can become primary targets to hinder a players progress, a similar method can be used for setting up siege weapons which must take some duration and not be easy to manufacture depending on role of said weapon and it's effectiveness. or to setup custom made traps or living structures in multi player which might prove useful and easier to setup. however the draw back must be prolonged duration of time to setup or difficulty of manufacturing said piece to be altered depending on size.
that all being said and done, i apologize as that was a mouthful with a possible handful of spelling/grammar error along with it all sounding too complicated for a game that might want to keep it simple on everyone to keep life easy. but a tired man can dream... hopefully some good ideas can be extracted from this.