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    posted a message on A use for pigmen
    More in the Nether would be nice but Pigmen or pigmen vilages aren't it.
    Posted in: Suggestions
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    posted a message on Raiders
    Post updated! Any more feed back? :lol:
    Posted in: Suggestions
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    posted a message on Raiders

    Its a really good idea! Just i think the skin could do with a remodel. Also, with the Dragoons, they could be like Dragon Tamers. Like when they implement Red Dragons into the game, they could mount them and attack you.


    Dragon riders would probably be overkill, less they used a nerfed special dragon. At any rate a I feel the dragoons purpose is as direct fire support. Dragon mounted archers would be at a disasvantage in forests and around building, where there is ample overhead cover and any arrangment would be more prone to flying around then attacking. Besides, that could get annoying real fast. Overall, for the raiding concept it is not well suited, though it has merit as a boss battle perhaps defending the citadel...

    And any skin you or anyone else can make would be appreciated. If good one comes up I'll replace the current skin
    Posted in: Suggestions
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    posted a message on Raiders
    Quote from DolphinTuna

    I like the concept Perhaps they would only be active on a certain mode, because some prefer a more "relaxed" survival experience. Also, they might be a bit more Minecraft-y if they were to be testificates or animal men.


    Animal men are fine, the progenitor was just something I created as a posterboard for the co-ordination and raider attack concept. Really any bipetal mob can be used, though. Still I like the whole progenitor concept. It fills that missing link nicely though and just kinda makes sense, no offense to those who don't believe in evolution.Someone more skilled then me has to do the skin though.

    As for the spawning, I meant to add they only spawn from spawners in a citadel/ outpost. So:
    For individual preference, Citadels and outposts can be individuully disabled under generate structures.



    To be honest, I like it. However, I voted that Mojang should focus on reducing lag simply because there's far too much of it.
    Your idea is great, but to play with any decent settings I have to use Optifine.
    I especially like the boat raiders, although I can't see how a dragoon would (physically) fit in one. Spiders are much bigger than boats. (Yes, the game would physically allow it, but it would look bad.)


    Solution: bigger, more durable viking style boats added to the game. Which would be cool if one could craft and customize . :smile.gif:
    Posted in: Suggestions
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    posted a message on Raiders
    As Minecraft appears to be receiving an host of new mobs in the near future, and with a new AIs being made, its time for an truly clever mob. So I present:




    The Progenitor. (The purple all over is my poor attempt to recreate the charged creeper effect in glowing purple)
    General
    This is the "missing link" link if you will between Endermen, the player and villagers. Like endermen they can move blocks (in very specific circumstances), and like villagers, they reside in a village of sorts, called a citadel. Progenitors do not spawn normally; they ONLY spawn from spawners which are only found in outposts or citadels. They are found either in raiding parties of between 5 and 15, originating from an outpost, or in their citadel. They are a co-operative mob, as the groups exhibit an overall strategy rather than simply mobbing target. For example, tactics such as surrounding a target, ambushes, and hit-n-run attacks are their specialty. Progenitors either dual wield iron swords or are mounted on spider and armed with a bow. Mounted progenitors are known as Dragoons, and are armored in full leather.
    Specifics
    Progenitors, or any mob that fulfills its function, must have a very wide awareness of 100 blocks during the night as well as the within the Citadel to enable proper attack pattern.
    During the day, they revert to the same 16 block awareness of a normal hostile mob and will head towards outpost or citadel it originated from. To the game a group is regarded as one mob with multiple parts, for the fullest co-ordination. The spiders of dragoons are included in this compound mob of sorts. Raiders drops are more valuable then most due to their 15 hearts of health. Drops include gold bars, iron swords and for dragoons, arrows and bows.
    Combat
    Progenitor's and Dragoon's individual attacks are not much different then any comparable mobs; their overall movements are what set them apart. They spawn as a group as is. Groups don't cooperate with each other however. Groups may be all Progenitors, all dragoons or a mix. Tactics are determined based mainly on the terrain though the number of players comes into account. When on open terrain, they move as rapidly as they can, moving in and around for the kill. The dragoons will circle out of melee range while the progenitors come in for the kill. In forested terrain, they spread out among the trees until a player wanders into range then POP goes the trap.
    Building however trigger the most interesting attack; they build staircases over moats and get on the roof of a building. Then they move the one block of roof and drop in then work their way down, while the dragoons cover the door(s).
    Invasion
    By far their most unusual behavior is the use of boats. Several groups will arrive on special extra large viking style boats, ( physically the equivalent of 6 normal boats arranged 2x3 with10x the health) dragoons included, then proceed to kill any mob, then return onto their boats and then retreat before day break. Raids such as theses are a nightly occurence but each one attacks a different portion of the coastline.
    Citadel and Outposts
    Citadels and outposts are the progenitor's version of a dungeon, and the only place they can spawn. These structures may generate an infinite number of times on a given map but only have a very small chance of being created in a given area. Citadels are only created on islands at least 300 blocks from any other landmass.

    Citadel Layout with out the Ocean surrounding

    They are totally surrounded by a cobblestone walls, with internal arrangements similar to that of a village execpt for obsidian towers, each of which contain a raider flag. Spawners are scattered throughout the citadel making complete neutralization a difficult task even for multiple players. Outposts on the other hand, are cobble stone towers which contain a progenitor Spawner. The Progenitors and Dragoons actually spawn out side the out post to allow ample room for dragoons. Destroying said spawner will stop all raids in the surrounding areas. Both Citadels and Outposts are spawned like villages.

    An example of an outpost
    The raider flag on to of the Citadel towers will cause a raider attack when placed the next night.
    For individual preference, Citadels and outposts can be individuully disabled under generate structures. As progenitors only spawn from spawner, which only appears in outposts or citadels, this disables progenitors.
    Posted in: Suggestions
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    posted a message on The Art of War [Check Current Topic List]
    A very insightful post, with very good bits from The Art of War. Though the post doesn't talk about certain aspects mentioned in the book that would also be useful like how to play the size of an army to its greatest advantage or the books emphasis on turning enemy spies and bribes and such. But a great post nonetheless, as a matter a fact the best I've yet read. Keep this post updated if at all possible.
    Posted in: Survival Mode
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    posted a message on Looking for the Best 12w01a Seeds!
    I found this great seed that creates a giant ocean several map widths across. The only large landmass I've yet found is a Mushroom biome some where to the east of the ocean.
    The Seed is:
    -1341401113491494108

    I'd post a picture but i can't get it to work...


    Posted in: Seeds
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    posted a message on Bring Back Beaches!
    Consistent beaches = better
    More varied terrain = even better
    Adding waterfalls and volcanoes= Awesomest
    Posted in: Suggestions
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    posted a message on Minecraft 1.0 is completely Unbalanced.

    The whole purpose of the forum is for people to state thier opinion. If u don't like someone else's ignore it.
    PapaSmurf 
    Posted Today, 08:16 PM
    Subnitride, on 04 January 2012 - 07:51 PM, said:
    -Endermen should be more active their pursuit, disassembling (rapidly) whatever separates then from the player.


    I don't think you understand that the entire reason Endermen moving blocks was nerfed so much in the first place is because it caused a giant shitfest on the forums, reddit and twitter. There were tons of cries of "OMG they destroyed my stuff!" and people made in-depth videos to determine the exact rate per hour that Endermen would erode the terrain.

    I liked the Endermen being more active in moving blocks around too, but in this case the majority has already spoken and Mojang has already listened.


    I meant it only for hard core mode and only in pursuit of the player. That way builders are happy and survivalists are happy.
    Posted in: 1.0 Update Discussion
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    posted a message on Minecraft 1.0 is completely Unbalanced.
    Mobs.
    Mobs themselves are more of the problem in my opinion as opposed to armor. One can have the best armor enchanted and what not and still be slain where as the even a disoriented new player can evade and defeat a slow uncoordinated mob with their fists. If a player wants to be invincible just swim a short distance off shore and take out mobs that attempt to chase you. Its that easy. Mobs need to be more powerful and at the very least more interactive to their surroundings and each other.

    These possible fixes are suggested for hardcore mode ONLY for those players who's main ambition is building with mild survival.
    In General:
    they need to do MORE DAMAGE
    They could use a limited sprint for chasing down players
    Mobs need to have a damage perceptance and more active avoidance.
    Increased Spawn rate
    More specific enhancements:
    -For example, imagine that creepers could burrow into 2 block deep, 1 block wide holes during the day. Then when player comes within 3 blocks... POP goes the creeper.


    -In addition an decent amphibious predator (like alligators) or a nerfed shark would make Hardcore, well more hardcore. In addition it would curb the near invincibility for players swimming in (relatively) open water.

    -Zombies and Spiders should be able to break blocks at least some of the time with the effiicincy of wooden pickaxes.

    -Endermen should be more active their pursuit, disassembling (rapidly) whatever separates then from the player.

    -Spider Jockeys would be so much harder if they had a pack mentality like pig men and spawned as such.

    - Possibly an overall cooperation of mobs, at least as possible Horde mode type deal.-Skeletons need a wider awareness and be more accurate

    Posted in: 1.0 Update Discussion
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