Thoughts? the picture came out a bit pixel-y, and we also haven't made a skin for it yet.
NurseSharks is also working on the Midget and is almost done, we will post a pic later.
Thoughts? the picture came out a bit pixel-y, and we also haven't made a skin for it yet.
NurseSharks is also working on the Midget and is almost done, we will post a pic later.
Wow this is actually really good. If you need me to make any skins, just tell me what to download and I can edit the models. btw, what model maker do u use?
Hello everyone. I am AnotherPerson, this is an alternate account I have made on the forums. I use to run a server, then another one after the first died, but I didn't want people singling me out as the owner. I tried to give all admins equal ownership and power on the server, or at least for it to appear that way, so I made a minecraft forums account that had an anonymous name. I told everyone all admins had access to it, and I made the posts for the servers with that account. That account, as you may have guessed, is AnotherPerson. My IGN is HappyGrenades, so I couldn't make that my forum name. People asked in game why i never posted with my own account (other admins did), so I hoped on this account and made a few posts here and there.
The point is, I logged into this account yesterday for a few reasons, but now I can't get back into AnotherPerson. I submitted a ticket with Curse, so hopefully I will be back soon and able to update the post, but until then I will be making updates from this account via replies to this topic.
Wow this is actually really good. If you need me to make any skins, just tell me what to download and I can edit the models. btw, what model maker do u use?
We use Techne, and currently I think we are ok with the texturing, but thanks.
We have added a sniper! Currently it is only called Sniper as it is the only weapon we have implemented. The texture is terrible, we just wanted to test the coding so it is literally a black rectangle, but once we get it looking better we will post a picture.
It is currently not part of any brand and has no special stats. It does the same damage as a bow and has the same fire rate, though instead of a drawback is has a kick and a reloading sound. There is also no clip, and the ammo is an item.
We are thinking of making ammo something that is picked up and put into a counter, but isn't carried around with the player, that way you don't become burdened with your ammunition, which will be eaten up a lot faster than arrows.
When you guys are done making some models you should post them for other to see! btw thank you for working on claptrap since he is awesome
check the main post, under the "So Far" section, there are spoilers (pull down menus) that have the three models we have the most finished. ClapTrap, Regular Rakk, and Pup Skag.
Also, is there anything in paticular you think ClapTrap should do? We don't want him to follow the play around, as that doesn't really fit Borderlands 2 or Minecraft, but any other ideas?
check the main post, under the "So Far" section, there are spoilers (pull down menus) that have the three models we have the most finished. ClapTrap, Regular Rakk, and Pup Skag.
Also, is there anything in paticular you think ClapTrap should do? We don't want him to follow the play around, as that doesn't really fit Borderlands 2 or Minecraft, but any other ideas?
Don't know at all how you could code this but when your walking around with our Claptrap buddy, you can find some little house that can only be entered with a Claptrap with you.
It's kind of like those hidden rooms in Borderlands that you could only enter if you helped the certain Claptrap in the level.
Don't know at all how you could code this but when your walking around with our Claptrap buddy, you can find some little house that can only be entered with a Claptrap with you.
It's kind of like those hidden rooms in Borderlands that you could only enter if you helped the certain Claptrap in the level.
ohhh thats interesting. So like if you follow him enough he leads you there? In that case it could be something like a transparent pressureplate that can only be triggered by the claptrap. Then the block is opened and you can access the chest inside? I like the idea, thanks!
Me and my friends are making a youtube channel soon (maybe not that soon) and I'll see if we could use ur mod for a video or mod spotlight video when a version comes out.
ohhh thats interesting. So like if you follow him enough he leads you there? In that case it could be something like a transparent pressureplate that can only be triggered by the claptrap. Then the block is opened and you can access the chest inside? I like the idea, thanks!
Maybe claptrap stays near your spawn (your bed or somthing) and he can maybe heal you and if you talk to him he will ask for you to follow him then the whole secret room thing?
Me and my friends are making a youtube channel soon (maybe not that soon) and I'll see if we could use ur mod for a video or mod spotlight video when a version comes out.
We are going to try to get an alpha version ready by this monday. It will be a Alpha 0.0_0. We will probably just give it to like 2 people, if you would like you can be one of them for the spotlight. IN that version the skag will have a basic AI and there will be a pistol that doesn't have random stats. There will be spawn eggs for the Pup Skag and Rakk although the Rakk will just float there. Let me know if you would like to try that version, or wait for the first Alpha Closed Beta release (that anyone can apply to).
Maybe claptrap stays near your spawn (your bed or somthing) and he can maybe heal you and if you talk to him he will ask for you to follow him then the whole secret room thing?
Not sure about the healing thing. The near your spawn gave me an interesting idea though. If we override beds and add New You Stations. You can make one, and place it, then you need to talk to a claptrap and he will run over to the nearest one that is place (so lead him there first) and he will "fix it". Then you can enter it, and you create a name for it. There you can do stuff like reset your badass ranks, reset your skill, etc. When you die you respawn at your bed, but if you right click it (whether it is day or not) a gui appears. It gives to options to either try to sleep in the bed (if it isn't night it won't work) or teleport to one of the New You Stations. Thoughs, comments, concerns on this idea?
We are going to try to get an alpha version ready by this monday. It will be a Alpha 0.0_0. We will probably just give it to like 2 people, if you would like you can be one of them for the spotlight. IN that version the skag will have a basic AI and there will be a pistol that doesn't have random stats. There will be spawn eggs for the Pup Skag and Rakk although the Rakk will just float there. Let me know if you would like to try that version, or wait for the first Alpha Closed Beta release (that anyone can apply to).
Not sure about the healing thing. The near your spawn gave me an interesting idea though. If we override beds and add New You Stations. You can make one, and place it, then you need to talk to a claptrap and he will run over to the nearest one that is place (so lead him there first) and he will "fix it". Then you can enter it, and you create a name for it. There you can do stuff like reset your badass ranks, reset your skill, etc. When you die you respawn at your bed, but if you right click it (whether it is day or not) a gui appears. It gives to options to either try to sleep in the bed (if it isn't night it won't work) or teleport to one of the New You Stations. Thoughs, comments, concerns on this idea?
I like it I have an idea for mapmaking purposes but you should make it when you got a lot of the features done. So how about customizing guns? You could spawn the base gun like an SMG with no special stats on it and open up a gui that lets you add damage/fire damage/reload speed etc.... to the gun. Then people could make Borderlands maps!
And another thing you could do for weapons is adding random attatchments if you haven't thought about that already. One pistol could have normal iron sights but then another could have a scope.
Expect more ideas from me later... I just started playing Borderlands again and I have much more ideas lol.
I like it I have an idea for mapmaking purposes but you should make it when you got a lot of the features done. So how about customizing guns? You could spawn the base gun like an SMG with no special stats on it and open up a gui that lets you add damage/fire damage/reload speed etc.... to the gun. Then people could make Borderlands maps!
And another thing you could do for weapons is adding random attatchments if you haven't thought about that already. One pistol could have normal iron sights but then another could have a scope.
Expect more ideas from me later... I just started playing Borderlands again and I have much more ideas lol.
Well we love lots of ideas so I can't wait for your other ones!
As for the gun customization we have been thinking a lot about it. Here is what we have come up with so far:
We will use a pistol as an example. There will be x amount of base pistols in the game. There will also be gun manufacturers, like Dahl, Jakobs, etc. Each manufacturer has a special quirk about their types of weapons. So Maliwan, for example, will all have an elemental effect on them, while Torque will all have explosive. Then that base gun will have a base amount of stats.
So, lets say we have a Maliwan pistol with 10 damage, 70 accuracy, 2 fire rate, 3 reload speed, 10 mag size, and 1 fire damage (30% chance of ignition, 10 burn damage per second). (These stats are skewed, just fyi).
Ok, so these are the base stats for our example gun. Then the base gun will have % chances of getting higher stats than these. So, let's say it is a good gun based off the base stats (meaning for those base stats, it can go up pretty high comparatively That doesn't mean it is a good gun compared to other guns). For damage, it will have a 20% chance to stay at the base level, 30% chance to be between 11-20, 25% of being between 21-25, and a 25% chance of being between 26-30. For all the stats it will have similar % chances (obviously with varying %s).
Then, for a scope, it has a basing iron sight. you can right click and you see the whole pistol in hand, looking down the sight. But, there is a percent chance a scope is "attached", let's say, 20%. This won't be a real scope, you won't be able to see it on the actual gun in your hand, but when you right click the gui that showed the whole gun now shows a scope. There would be like 15 different looking pistol scopes (the GUI changes) that all have an equal chance of being the gui used if the pistol gets a scope.
------
I know it is a bit disappointing that the guns wouldn't show the scope on them, but I don't know how to do that without then having thousands of guns. This way, we have about 100 guns (which is still a ton) but it seems as though we have thousands. The stat section would show the stats of the gun (damage, accuracy, etc/whether it has a scope or not) where enchantments are, as well as the type of gun and the name of the base gun. Using 1.4.2 anvils players can rename their guns, so they know which is which, but can still see the name in the enchantment list. In a crafting table they can also dye guns, just like leather armor, for more customization.
If you can think of a way to have the scopes show on the gun without making entirely new guns I would love to hear it!
Again thank you for your ideas!
------------
On a side note, we have decided instead of using a bed to go to new you stations, as that requires editing base files, we will make a new bed. It works exactly the same as the current bed, but it is called a New You Bed. It is crafted like a bed, but with a diamond on top. It is colored orange with the borderlands vault symbol in red on it, and it opes a gui that you can use to teleport to a new you station or sleep in it. Sleeping in it sets it as your spawn.
Oh i forgot to mention, we will add a Gun Stat Table that can only be acquired via creative mode (or inv hacks), which will act like an enchantment table but for the guns. Put a gun in it, then select the option you want to edit, ie damage, then press the right or left arrow to make the damage higher/lower. That is for all the stats, including elemental damage and what the scope looks like.
The gun system looks awesome. Will there be ammo caps in the Ammo Counter? If there is, then that would open up the idea of having Ammo SDU's. Each SDU would add a certain amount to the maximum ammo capacity. So, say your max ammo count for a pistol is 60. Then you find/buy a pistol ammo SDU and use it and now you can hold up to 80 bullets for pistols.
ECHO Recording(asthetic purposes)
This is would be like the recording devices you have to find for Tannis in Borderlands 1. Except, there wouldn't be any voice. It would act exactly like a book but have a texture that makes it look somewhat like an ECHO recording device. Or maybe you could expand this and make it so you could find these for jobs on the Bounty Board.
Randomly Generated Structures
I would like to explore and find some cool buildings while I play. So here are some things that could be randomly generated
-Settlements: Places like Sanctuary(not as big) should be spawned. They won't be very common either. Each one would have a plain old shack/house or two, and some special buildings for doctors/vendors. Outside of one building would be random vendor(Maliwan, Atlas, Tediore etc.). Right next to the vendor would be a Bounty Board like I described ealier in another post.
-Shacks: Little buildings that may have a weapon crate in them. Might be guarded by a bandit/ or a creature.
-Claptrap required shacks: Same as above but maybe even smaller and you can't enter it without a Claptrap.
-Abandoned store: Inside, there will be a vendor and a loot chest. It could look a bit ruined and might have some bandits guarding it.
-Bandit Settlements: I think you guys have it planned out since its in the PLANNNED section
Claptraps
Okay, so I'm gonna change the idea a bit. Claptraps do not spawn naturally, only hostile claptraps do. You gain parts from destroying the hostile ones. With those parts you can craft yourself a Claptrap! There will be 3 special parts you need to collect: A voice communicator, and an eye. Heres the recipe.
I E I
I V I
W
I = Iron ingot E = Eye and W = Wheel. These parts shouldn't be craftable. If you guys already started on the claptrap's coding, you can scrap this idea of course.
Bad*** Enemies
These enemies will probably have a 10% chance of spawning rather than a normal enemy. They will have buffed stats and buffed drops. If the modeler/texturer is willing they could make a similar but scarier model or texture of the mob.
Eridium
Eridium would be found in deposits above ground. It would kind of look like a crystal and when you break it, you get 1 eridium. You guys choose if you can spend eridium with a GUI that you open with a button, or a vendor, or maybe even the New U Station. Eridium could buy Ammo SDU's.
Grenades
Grenades would be thrown and explode. I was thinking of making them act like splash potions but you could throw them farther and they would cause an area of effect. That would also be good since it doesn't destroy blocks. Maybe grenades could have a similiar system to what the guns have?
Please, feel free to change or expand upon those ideas. I REALLY want this mod to be made and not die afterwards.
The gun system looks awesome. Will there be ammo caps in the Ammo Counter? If there is, then that would open up the idea of having Ammo SDU's. Each SDU would add a certain amount to the maximum ammo capacity. So, say your max ammo count for a pistol is 60. Then you find/buy a pistol ammo SDU and use it and now you can hold up to 80 bullets for pistols.
ECHO Recording(asthetic purposes)
This is would be like the recording devices you have to find for Tannis in Borderlands 1. Except, there wouldn't be any voice. It would act exactly like a book but have a texture that makes it look somewhat like an ECHO recording device. Or maybe you could expand this and make it so you could find these for jobs on the Bounty Board.
Randomly Generated Structures
I would like to explore and find some cool buildings while I play. So here are some things that could be randomly generated
-Settlements: Places like Sanctuary(not as big) should be spawned. They won't be very common either. Each one would have a plain old shack/house or two, and some special buildings for doctors/vendors. Outside of one building would be random vendor(Maliwan, Atlas, Tediore etc.). Right next to the vendor would be a Bounty Board like I described ealier in another post.
-Shacks: Little buildings that may have a weapon crate in them. Might be guarded by a bandit/ or a creature.
-Claptrap required shacks: Same as above but maybe even smaller and you can't enter it without a Claptrap.
-Abandoned store: Inside, there will be a vendor and a loot chest. It could look a bit ruined and might have some bandits guarding it.
-Bandit Settlements: I think you guys have it planned out since its in the PLANNNED section
Claptraps
Okay, so I'm gonna change the idea a bit. Claptraps do not spawn naturally, only hostile claptraps do. You gain parts from destroying the hostile ones. With those parts you can craft yourself a Claptrap! There will be 3 special parts you need to collect: A voice communicator, and an eye. Heres the recipe.
I E I
I V I
W
I = Iron ingot E = Eye and W = Wheel. These parts shouldn't be craftable. If you guys already started on the claptrap's coding, you can scrap this idea of course.
Bad*** Enemies
These enemies will probably have a 10% chance of spawning rather than a normal enemy. They will have buffed stats and buffed drops. If the modeler/texturer is willing they could make a similar but scarier model or texture of the mob.
Eridium
Eridium would be found in deposits above ground. It would kind of look like a crystal and when you break it, you get 1 eridium. You guys choose if you can spend eridium with a GUI that you open with a button, or a vendor, or maybe even the New U Station. Eridium could buy Ammo SDU's.
Grenades
Grenades would be thrown and explode. I was thinking of making them act like splash potions but you could throw them farther and they would cause an area of effect. That would also be good since it doesn't destroy blocks. Maybe grenades could have a similiar system to what the guns have?
Please, feel free to change or expand upon those ideas. I REALLY want this mod to be made and not die afterwards.
Wow. Thank you for all these ideas, this is awesome. I will go down the list and respond so it is easier to read.
There will be an ammo cap, and for a while it won't be able to be expanded. Eventually will will add the black market (Crazy Earl) and he will sell SDU's to expand the cap.
ECHO Recording
We thought of this, the only problem is we couldn't figure out a special purpose for them. The voice thing would be too hard and crazy, but just being for aesthetic purposes isn't really in theme with the mod. We want mostly everything to have a useful features, so until we can think of one for ECHOs they won't be implemented.
Randomly Generated Structures
We are definitely adding these, as they are a big part of borderlands. Here are the things we are considering adding.
-Settlements: In these there would be at least 1 loot chest, with something like every 7 extra buildings there is another chest. There would be vendors (Markus Guns, Munitions, and Zed's Meds), a bounty board, Claptrap's Secret Vault (basically an enderchest), and a bounty board with random simple missions like kill 10 skags.
-Dens: these would be small caves or holes in the side of a hill or mountain, but with an opening to the world (and not too deep). In them will either be a few weak versions of a mob (pup skag, monglet, etc) and 1 badass version of that type of mob, or some marauders and a badass marauder. There will also be a loot chest inside.
-'Catch A Ride!' stations: this is like the ones you can find while roaming about in borderlands 2 (and 1). There is a Zed's Meds, Markus' Guns, and Munitions, as well as a 'Catch A Ride!'. There is also a spot in between one of the vendors and the catch a ride where a New You Station can be place, but it won't generate there automatically.
-Bandit Camps: these would generate just like npc villages do, only in all biomes. They would have greater range in size, being able to be just a few shacks, or a large settlement that could qualify as a town. Just like all npc villages spawn with at least 1 church, all bandit camps would spawn with at least 1 loot crate, and probably have something like every 7 extra buildings there is another crate.
We are going to start with these, and go from there.
Claptraps
We haven't started the Claptrap code yet, so it is still open to change. I like your idea, but I want some input on NurseShark's idea he told me earlier today.
Basically, Claptraps spawn natuerally, but they are on their back, spazzing out. You have to right click it and get the quest from it to find a gearbox and give it to him. Gearboxes are found semi-rarely in loot crates. Once you give it to him, the claptrap will jump up and show you to a nearby loot crate that was locked (a special claptrap crate). He will open it for you, then start roaming about.
Claptraps can also be tamed just like dogs, but instead of bones, with bullymong fur. They get a mohawk that can be dyed, and they follow you around, but instead of help fight they say "Protect me squire!" Also, if you take them to a Settlement, you can untame them (not sure how yet), and they will stay in that settlement, roaming around singing and what not. They will also show you to the locked Claptrap's Secret Vault in that settlement.
Badass Enemies
These are going to be added, and we weren't going to mark them, but now that you say it that is a great idea! We will mark them so it is obvious they are Badasses.
Eridium
It will by in a crystal form, not look like an ore. It is mined by punching it a few times (holding down with nothing in hand), for about 1 second. It will be tradable with regular npcs like emerald is now, and be used as the black market currency once the black market is added.
Also, most importantly, if a gun is surrounded in a crafting table by Eridium on the N,S,E,W sides it becomes an Eridium gun. When Eridium is put in a work bench it becomes Eridium shards (1 Eridium = like 16 shards). The player then drops the shards and picks them up again. When picked up the shards disappear but become Eridium ammo, shot by all Eridium weapons. Each shard counts for 1 whole clip of the gun's ammo. .
Grenades
Grenades would be thrown and explode and won't damage terrain. Instead of like the gun system we have an idea for grenades.
Grenade mods will be added. What they do is, when holding it the player presses default G, and it opens like a backpack in the backpack mod(s) do. There are 3-8 slots, depending how good it is. Grenades are put in here. When not in a grenade mod they only stack up to 3. Right clicking throws a regular grenades with no special effects. But if in a grenade mod, then when the mod is right clicked the grenades is thrown, but it has the effects the grenade mod gave it, so increased range, damage, fuse time, elemental effects, etc.
Please give us your ideas on all these things, thanks!
And again, thank you so much for your ideas, they played a part in these ones.
Thoughts? the picture came out a bit pixel-y, and we also haven't made a skin for it yet.
NurseSharks is also working on the Midget and is almost done, we will post a pic later.
http://www.minecraft...0000-downloads/
The point is, I logged into this account yesterday for a few reasons, but now I can't get back into AnotherPerson. I submitted a ticket with Curse, so hopefully I will be back soon and able to update the post, but until then I will be making updates from this account via replies to this topic.
We use Techne, and currently I think we are ok with the texturing, but thanks.
We have added a sniper! Currently it is only called Sniper as it is the only weapon we have implemented. The texture is terrible, we just wanted to test the coding so it is literally a black rectangle, but once we get it looking better we will post a picture.
It is currently not part of any brand and has no special stats. It does the same damage as a bow and has the same fire rate, though instead of a drawback is has a kick and a reloading sound. There is also no clip, and the ammo is an item.
We are thinking of making ammo something that is picked up and put into a counter, but isn't carried around with the player, that way you don't become burdened with your ammunition, which will be eaten up a lot faster than arrows.
check the main post, under the "So Far" section, there are spoilers (pull down menus) that have the three models we have the most finished. ClapTrap, Regular Rakk, and Pup Skag.
Also, is there anything in paticular you think ClapTrap should do? We don't want him to follow the play around, as that doesn't really fit Borderlands 2 or Minecraft, but any other ideas?
Don't know at all how you could code this but when your walking around with our Claptrap buddy, you can find some little house that can only be entered with a Claptrap with you.
It's kind of like those hidden rooms in Borderlands that you could only enter if you helped the certain Claptrap in the level.
Just in case anyone was doubtful this was me, I have my main account back now (this one) so we can start updating the thread again
http://www.minecraft...0000-downloads/
We are going to try to get an alpha version ready by this monday. It will be a Alpha 0.0_0. We will probably just give it to like 2 people, if you would like you can be one of them for the spotlight. IN that version the skag will have a basic AI and there will be a pistol that doesn't have random stats. There will be spawn eggs for the Pup Skag and Rakk although the Rakk will just float there. Let me know if you would like to try that version, or wait for the first Alpha Closed Beta release (that anyone can apply to).
Not sure about the healing thing. The near your spawn gave me an interesting idea though. If we override beds and add New You Stations. You can make one, and place it, then you need to talk to a claptrap and he will run over to the nearest one that is place (so lead him there first) and he will "fix it". Then you can enter it, and you create a name for it. There you can do stuff like reset your badass ranks, reset your skill, etc. When you die you respawn at your bed, but if you right click it (whether it is day or not) a gui appears. It gives to options to either try to sleep in the bed (if it isn't night it won't work) or teleport to one of the New You Stations. Thoughs, comments, concerns on this idea?
I like it I have an idea for mapmaking purposes but you should make it when you got a lot of the features done. So how about customizing guns? You could spawn the base gun like an SMG with no special stats on it and open up a gui that lets you add damage/fire damage/reload speed etc.... to the gun. Then people could make Borderlands maps!
And another thing you could do for weapons is adding random attatchments if you haven't thought about that already. One pistol could have normal iron sights but then another could have a scope.
Expect more ideas from me later... I just started playing Borderlands again and I have much more ideas lol.
Well we love lots of ideas so I can't wait for your other ones!
As for the gun customization we have been thinking a lot about it. Here is what we have come up with so far:
So, lets say we have a Maliwan pistol with 10 damage, 70 accuracy, 2 fire rate, 3 reload speed, 10 mag size, and 1 fire damage (30% chance of ignition, 10 burn damage per second). (These stats are skewed, just fyi).
Ok, so these are the base stats for our example gun. Then the base gun will have % chances of getting higher stats than these. So, let's say it is a good gun based off the base stats (meaning for those base stats, it can go up pretty high comparatively That doesn't mean it is a good gun compared to other guns). For damage, it will have a 20% chance to stay at the base level, 30% chance to be between 11-20, 25% of being between 21-25, and a 25% chance of being between 26-30. For all the stats it will have similar % chances (obviously with varying %s).
Then, for a scope, it has a basing iron sight. you can right click and you see the whole pistol in hand, looking down the sight. But, there is a percent chance a scope is "attached", let's say, 20%. This won't be a real scope, you won't be able to see it on the actual gun in your hand, but when you right click the gui that showed the whole gun now shows a scope. There would be like 15 different looking pistol scopes (the GUI changes) that all have an equal chance of being the gui used if the pistol gets a scope.
------
I know it is a bit disappointing that the guns wouldn't show the scope on them, but I don't know how to do that without then having thousands of guns. This way, we have about 100 guns (which is still a ton) but it seems as though we have thousands. The stat section would show the stats of the gun (damage, accuracy, etc/whether it has a scope or not) where enchantments are, as well as the type of gun and the name of the base gun. Using 1.4.2 anvils players can rename their guns, so they know which is which, but can still see the name in the enchantment list. In a crafting table they can also dye guns, just like leather armor, for more customization.
If you can think of a way to have the scopes show on the gun without making entirely new guns I would love to hear it!
Again thank you for your ideas!
------------
On a side note, we have decided instead of using a bed to go to new you stations, as that requires editing base files, we will make a new bed. It works exactly the same as the current bed, but it is called a New You Bed. It is crafted like a bed, but with a diamond on top. It is colored orange with the borderlands vault symbol in red on it, and it opes a gui that you can use to teleport to a new you station or sleep in it. Sleeping in it sets it as your spawn.
ECHO Recording(asthetic purposes)
Randomly Generated Structures
-Settlements: Places like Sanctuary(not as big) should be spawned. They won't be very common either. Each one would have a plain old shack/house or two, and some special buildings for doctors/vendors. Outside of one building would be random vendor(Maliwan, Atlas, Tediore etc.). Right next to the vendor would be a Bounty Board like I described ealier in another post.
-Shacks: Little buildings that may have a weapon crate in them. Might be guarded by a bandit/ or a creature.
-Claptrap required shacks: Same as above but maybe even smaller and you can't enter it without a Claptrap.
-Abandoned store: Inside, there will be a vendor and a loot chest. It could look a bit ruined and might have some bandits guarding it.
-Bandit Settlements: I think you guys have it planned out since its in the PLANNNED section
Claptraps
I E I
I V I
W
I = Iron ingot E = Eye and W = Wheel. These parts shouldn't be craftable. If you guys already started on the claptrap's coding, you can scrap this idea of course.
Bad*** Enemies
Eridium
Grenades
Wow. Thank you for all these ideas, this is awesome. I will go down the list and respond so it is easier to read.
There will be an ammo cap, and for a while it won't be able to be expanded. Eventually will will add the black market (Crazy Earl) and he will sell SDU's to expand the cap.
ECHO Recording
Randomly Generated Structures
-Settlements: In these there would be at least 1 loot chest, with something like every 7 extra buildings there is another chest. There would be vendors (Markus Guns, Munitions, and Zed's Meds), a bounty board, Claptrap's Secret Vault (basically an enderchest), and a bounty board with random simple missions like kill 10 skags.
-Dens: these would be small caves or holes in the side of a hill or mountain, but with an opening to the world (and not too deep). In them will either be a few weak versions of a mob (pup skag, monglet, etc) and 1 badass version of that type of mob, or some marauders and a badass marauder. There will also be a loot chest inside.
-'Catch A Ride!' stations: this is like the ones you can find while roaming about in borderlands 2 (and 1). There is a Zed's Meds, Markus' Guns, and Munitions, as well as a 'Catch A Ride!'. There is also a spot in between one of the vendors and the catch a ride where a New You Station can be place, but it won't generate there automatically.
-Bandit Camps: these would generate just like npc villages do, only in all biomes. They would have greater range in size, being able to be just a few shacks, or a large settlement that could qualify as a town. Just like all npc villages spawn with at least 1 church, all bandit camps would spawn with at least 1 loot crate, and probably have something like every 7 extra buildings there is another crate.
We are going to start with these, and go from there.
Claptraps
Basically, Claptraps spawn natuerally, but they are on their back, spazzing out. You have to right click it and get the quest from it to find a gearbox and give it to him. Gearboxes are found semi-rarely in loot crates. Once you give it to him, the claptrap will jump up and show you to a nearby loot crate that was locked (a special claptrap crate). He will open it for you, then start roaming about.
Claptraps can also be tamed just like dogs, but instead of bones, with bullymong fur. They get a mohawk that can be dyed, and they follow you around, but instead of help fight they say "Protect me squire!" Also, if you take them to a Settlement, you can untame them (not sure how yet), and they will stay in that settlement, roaming around singing and what not. They will also show you to the locked Claptrap's Secret Vault in that settlement.
Badass Enemies
Eridium
Also, most importantly, if a gun is surrounded in a crafting table by Eridium on the N,S,E,W sides it becomes an Eridium gun. When Eridium is put in a work bench it becomes Eridium shards (1 Eridium = like 16 shards). The player then drops the shards and picks them up again. When picked up the shards disappear but become Eridium ammo, shot by all Eridium weapons. Each shard counts for 1 whole clip of the gun's ammo. .
Grenades
Grenade mods will be added. What they do is, when holding it the player presses default G, and it opens like a backpack in the backpack mod(s) do. There are 3-8 slots, depending how good it is. Grenades are put in here. When not in a grenade mod they only stack up to 3. Right clicking throws a regular grenades with no special effects. But if in a grenade mod, then when the mod is right clicked the grenades is thrown, but it has the effects the grenade mod gave it, so increased range, damage, fuse time, elemental effects, etc.
Please give us your ideas on all these things, thanks!
And again, thank you so much for your ideas, they played a part in these ones.