I'd rather a mod not be made just yet, until stuff like drops and difficulty are sorted out. That said, I wont bar you from making one if you want to.
Speaking of difficulty, if we're to make the sandman more like a boss mob, here are some ways we could do that:
Up its stats (this is a boring way).
Make it so that the sandstorm attack isn't blockable by armour, much like poison, making it more of a weakening attack, in preparation for the big hit.
Add a new attack, that when you are sufficiently far away, or across a biome border, the sandman throws blocks of sand at you. One every 2-4 seconds, and they deal 3 hearts of damage. (Credit to Acme_Pig)
Add a new attack, that when the sandman is unable to reach you, he hits the ground and makes shockwaves that deal 2 hearts of fall damage. On wave every 4-6 seconds, for a total of 4-6 waves. (Credit to Acme_Pig)
Make it so that the sandman will target arrows headed towards it, giving it a fighting chance against bows.
Allow it to teleport once a minute. During the teleportation process (which should take at least four seconds) it is vulnerable, and has a cool visual effect. (Credit to MrJtPv)(I'm shaky on this idea. Any possible improvements, please suggest)
the picture is.... not default minecraft like, but anyway, I LOVE this idea!
Well, if anyone feels like making a better picture, be my guest. The picture I made was just for conceptual purposes and to shut up the people who think that an idea is not worthwhile if it doesn't have pictures.
It's not a bad idea as such, and I'm glad you put effort into it, but see my sig for my personal interpretation of MC mob philosophy . \/
For starters, I think you are making the thing too dangerous. Giving a mob three powerful attacks makes it too "independent", in my eyes, and a large part of MC is that mobs cooperate and make up for each others' weaknesses so well. How about retaining the sandstorm ability, making desert travel more interesting/challenging for the player, and taking away its ranged attack?
It's not a bad idea as such, and I'm glad you put effort into it, but see my sig for my personal interpretation of MC mob philosophy . \/
For starters, I think you are making the thing too dangerous. Giving a mob three powerful attacks makes it too "independent", in my eyes, and a large part of MC is that mobs cooperate and make up for each others' weaknesses so well. How about retaining the sandstorm ability, making desert travel more interesting/challenging for the player, and taking away its ranged attack?
I like the basic idea but I think he is a bit overpowered, perhaps consider removing (at least) one of his attacks. I also think it would be cool if he could hide underground in the sand and burrow after you!
Well, the general idea was to have a sort of miniboss mob, which would spawn rarely, but be dangerous, in the biome which I think is least used by players. I want the mob to be dangerous and interesting.
What do you this of this?
It has its regular melee throwback attack for three hearts.
It has a sandstorm attack, which is still disorienting, and pierces through armour for half a heart every two seconds, lasting for eight to twelve seconds. Also, its sandstorm blows entities back slightly, giving it something like a 10% protection against arrows. This registers as environmental damage so that mobs don't become attack the sandman.
It has a shockwave attack for 1.5 hearts, and knockback, every four to six seconds, from six to eight times, making it difficult to run away from (actually, easy to run away from, since it knocks you away from the sandman, but more dangerous to) and get into a safe house. Also makes it hard to trap. This attack registers as fall damage.
It has 20 hearts (40 hitpoints) and regenerates half a heart every eight seconds while on sand.
sorry I was away. there was a problem with my restriction,etc,etc but this could be something in the new sandtemples of 1.3.1. But if they were to be reduced they would have to drop something valuable like eye of ender,diamond,gold. something like that
4% sounds good. (for reference, spider jockeys are approximately 0.25% ( 1% of 25%)).
As for those desert temples, while it would be nice, there are a couple of problems. Firstly, there is no way that this could eclipse gold golems in popularity. Second, most of the sandman's attacks are ranged, and with the limited movement inside the temple, that sort of wrecks the balance. Either you have trouble getting away and it kills you, or it has trouble throwing you away, and you kill it. It's only a case of whether you have enough armour to get close enough.
Now, shall we say, 4% spawning rate with 20-24 sand (glass if killed by fire) 4-6 sandbags, and 50 XP. Possibly 0-2 gold ingots? Makes them a bit more valuable, while not too much, given the limited uses of gold and the amount it drops.
Speaking of difficulty, if we're to make the sandman more like a boss mob, here are some ways we could do that:
Up its stats (this is a boring way).
Make it so that the sandstorm attack isn't blockable by armour, much like poison, making it more of a weakening attack, in preparation for the big hit.
Add a new attack, that when you are sufficiently far away, or across a biome border, the sandman throws blocks of sand at you. One every 2-4 seconds, and they deal 3 hearts of damage. (Credit to Acme_Pig)
Add a new attack, that when the sandman is unable to reach you, he hits the ground and makes shockwaves that deal 2 hearts of fall damage. On wave every 4-6 seconds, for a total of 4-6 waves. (Credit to Acme_Pig)
Make it so that the sandman will target arrows headed towards it, giving it a fighting chance against bows.
Allow it to teleport once a minute. During the teleportation process (which should take at least four seconds) it is vulnerable, and has a cool visual effect. (Credit to MrJtPv)(I'm shaky on this idea. Any possible improvements, please suggest)
Well, if anyone feels like making a better picture, be my guest. The picture I made was just for conceptual purposes and to shut up the people who think that an idea is not worthwhile if it doesn't have pictures.
SU
SUP
SUPP
SUPPO
SUPPOR
SUPPORT
SUPPOR
SUPPO
SUPP
SUP
SU
S
Do you think I should add a poll for drops, attacks, and general existence?
For starters, I think you are making the thing too dangerous. Giving a mob three powerful attacks makes it too "independent", in my eyes, and a large part of MC is that mobs cooperate and make up for each others' weaknesses so well. How about retaining the sandstorm ability, making desert travel more interesting/challenging for the player, and taking away its ranged attack?
I support gas pockets in MC (see thread in Suggestions)!
Well, the general idea was to have a sort of miniboss mob, which would spawn rarely, but be dangerous, in the biome which I think is least used by players. I want the mob to be dangerous and interesting.
What do you this of this?
It has its regular melee throwback attack for three hearts.
It has a sandstorm attack, which is still disorienting, and pierces through armour for half a heart every two seconds, lasting for eight to twelve seconds. Also, its sandstorm blows entities back slightly, giving it something like a 10% protection against arrows. This registers as environmental damage so that mobs don't become attack the sandman.
It has a shockwave attack for 1.5 hearts, and knockback, every four to six seconds, from six to eight times, making it difficult to run away from (actually, easy to run away from, since it knocks you away from the sandman, but more dangerous to) and get into a safe house. Also makes it hard to trap. This attack registers as fall damage.
It has 20 hearts (40 hitpoints) and regenerates half a heart every eight seconds while on sand.
I support gas pockets in MC (see thread in Suggestions)!
I support gas pockets in MC (see thread in Suggestions)!
Yeah, I did manage to find it.
As for those desert temples, while it would be nice, there are a couple of problems. Firstly, there is no way that this could eclipse gold golems in popularity. Second, most of the sandman's attacks are ranged, and with the limited movement inside the temple, that sort of wrecks the balance. Either you have trouble getting away and it kills you, or it has trouble throwing you away, and you kill it. It's only a case of whether you have enough armour to get close enough.
Now, shall we say, 4% spawning rate with 20-24 sand (glass if killed by fire) 4-6 sandbags, and 50 XP. Possibly 0-2 gold ingots? Makes them a bit more valuable, while not too much, given the limited uses of gold and the amount it drops.