Looks like a pretty cool mod! By chance does this also support non-vanilla tools? I know pretty much zilch about mod creation, and I didn't see anything about it in the OP, so I had to ask. ^^;
I'd just like to say thanks. You made an awesome set of mods, and I honestly have trouble playing modpacks without it. It's just so much fun!
I've actually been lurking around your mod page since Minecraft was on version 1.0.0, but hadn't migrated my old forum account to Curse. So, I migrated just to let you know how much I appreciate the work you've put into this. Keep up the good work! ^^
I said no guns because there's a giant topic dedicated to guns, so this topic doesn't need to deal with them. My original idea was to focus on Melee weapons anyways, as there can be a large variety of ways melee weapons work, whereas ranged weapons are all kind of the same. Then again, the same can be said about melee weapons, but that's why we need good, solid differences that make the weapons in question feel unique.
No offense Ed, but your sentences are really hard to read. Please use proper punctuation.
Knife would probably be best as muncher21 has described it, an emergency weapon. I was thinking that since knives are generally multi-purpose tools, we could have a battle version and a tool version. Maybe the tool version could be combined with meat to slice it or something. Instead of just having slabs of pork, it'd be nice to cook up some crispy bacon~
I would appreciate it if everyone would stop saying the knife is pointless. It's very pointy, after all. Pun aside, contribute or shush. Seriously, it's annoying.
Javelin is a spear that can only be thrown due to flint, not a good pointy end.
Weapon Name Damage Range Speed Knockback Other Notes
Battleaxe 75* +1 -2 +1 Damage increase while falling
Caltrops 1* ---- ---- ---- 1/8 block; damage while walking
Cestus 75 +0 +0 +3 Short Stun
Knife 50 +0 +3 +0 Weak! Fast!
Javelin 75 0-15 +0 +0 Thrown, consumable. Stack @ 8
Spear 75 +3 +0 +0 Throwable
Thrown 75 0-15 +0 +3 -3 Durability when thrown
Sword 100 +1 +0 +0 It's a sword.
Warhammer 75* +2 +0 +* Charge attack, see description.
Battleaxe: Normally weaker than the sword, it gains its power from momentum. While running at full speed, does sword damage. While falling, can do up to 4 increments of damage more (25% increments.)
Caltrops: Placed on any normal block, these 1/8 blocks (snow size) deal damage when stepped on (walked over). Originally these were supposed to deal 1 damage (1 heart), but many people think it should be damage equal to a sword strike of that material's level and then the caltrops are gone. The debate continues!
Cestus: This is sort of a "cross" weapon. Half of us want it, half of us don't. More info required to balance and/or delete.
Knife: A fast weapon! Very fast! It does half as much damage as a sword, but can be made without a crafting table. Secondary idea: Same speed as sword, but deals cumulative damage based on how many times you've hit the target with the knife. For example, if a knife were 25% of the sword's damage, the first hit would be just that. The second would be 50%, third 75%, and fourth 100%. All other hits until the mob is killed or hit with something else would deal the full amount per hit.
Javelin: A consumable thrown item that works similar to the bow. Instead of firing arrows, you throw javelins. It has been suggested that, like the battleaxe, damage is increased through momentum. Regardless, each craft is 2 javelins, stacking to 8. The debate continues! I think. Also only deals full damage when thrown. Poking with it is like poking with bacon.
Spear: Most people are saying that the spear should ONLY hit for full damage at it's maximum range. The debate is still continuing, obviously. It can also be thrown just like a javelin.
Sword: The sword. Durr.
Warhammer: Most people said that it costed too much. I lowered the cost. They said 150 was a good amount for the power, so I gave it a "unique" Charge ability in which the user holds down the attack button and a gauge fills. There are 4 mini-gauges which denote damage increments. Inspiration for this ability came from the Earth Shaker weapon suggestion. Also, Knockback and Speed is based on the charge. Maximum charge is 4 square knockback. You can swing it like mad by clicking like mad (like with a sword). The true power is within the charge.
So yeah. Sound about right? Will edit if I forgot something.
My only issue with Health/Thirst bars is if they do nothing but deplete and become filled. If hunger bar restored your health over time, I'd gladly cheer for it. As for thirst, not too sure about any real functions.
Y'know, maybe it'd be best to combine the hunger/thirst bars into one bar? >_>
I can confidently say that Notch will eventually add the ability to mine Obsidian due to the fact that he plans to eventually make it to where only obsidian blocks are 100% unaffected by gravity. This would be to make floating cities etc.
But anyways, there's not any real chance of Obsidian making stronger tools than diamond. At best we're probably looking at tools with maybe 513 durability, just a step below Diamond. No idea how the mining of Obsidian will actually turn out, as I don't have the inside scoop on Notch's brain.
I just realized that slow weapons would probably work better if they were charged up, similar to the Earth Shaker suggestion.
Example: The Warhammer, when swung normally, would deal 75% Sword damage and could be spammed just as easily. If you hold down the button though, you could fill up a charge gauge with 4 mini-bars. Each mini-bar increases the base damage by 25%, up to a max of 175% Sword damage when fully charged. While charging, you can move at half your speed, and after releasing the button (swinging), you see a swinging animation that looks much cooler and thusly try to hit the mob. Obviously not good with Skeletons, but if a Creeper or Zombie is coming after you, you can give them a good whack. Also it'd be nice if for each charged bar increased knockback and recovery time needed. Why does this function make it different from the sword? Sword would remain the same. Only slow weapons can charge up.
Thoughts?
Side Note: Holy crap, I never thought this topic would get so huge! O_O!
Edit: I don't think I mentioned it, but caltrops would be placed as a 1/4 block (snow height) and would deal damage while standing on/touching that square, just like when you run into a cactus. Unlike a cactus though, it'd deal 1 heart per interval, not half a heart. Feel free to tweak the recipe etc. Also think of more traps. Caltrops can't be the only type of traps, right?
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I've actually been lurking around your mod page since Minecraft was on version 1.0.0, but hadn't migrated my old forum account to Curse. So, I migrated just to let you know how much I appreciate the work you've put into this. Keep up the good work! ^^
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Knife would probably be best as muncher21 has described it, an emergency weapon. I was thinking that since knives are generally multi-purpose tools, we could have a battle version and a tool version. Maybe the tool version could be combined with meat to slice it or something. Instead of just having slabs of pork, it'd be nice to cook up some crispy bacon~
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Javelin is a spear that can only be thrown due to flint, not a good pointy end.
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Battleaxe: Normally weaker than the sword, it gains its power from momentum. While running at full speed, does sword damage. While falling, can do up to 4 increments of damage more (25% increments.)
Caltrops: Placed on any normal block, these 1/8 blocks (snow size) deal damage when stepped on (walked over). Originally these were supposed to deal 1 damage (1 heart), but many people think it should be damage equal to a sword strike of that material's level and then the caltrops are gone. The debate continues!
Cestus: This is sort of a "cross" weapon. Half of us want it, half of us don't. More info required to balance and/or delete.
Knife: A fast weapon! Very fast! It does half as much damage as a sword, but can be made without a crafting table. Secondary idea: Same speed as sword, but deals cumulative damage based on how many times you've hit the target with the knife. For example, if a knife were 25% of the sword's damage, the first hit would be just that. The second would be 50%, third 75%, and fourth 100%. All other hits until the mob is killed or hit with something else would deal the full amount per hit.
Javelin: A consumable thrown item that works similar to the bow. Instead of firing arrows, you throw javelins. It has been suggested that, like the battleaxe, damage is increased through momentum. Regardless, each craft is 2 javelins, stacking to 8. The debate continues! I think. Also only deals full damage when thrown. Poking with it is like poking with bacon.
Spear: Most people are saying that the spear should ONLY hit for full damage at it's maximum range. The debate is still continuing, obviously. It can also be thrown just like a javelin.
Sword: The sword. Durr.
Warhammer: Most people said that it costed too much. I lowered the cost. They said 150 was a good amount for the power, so I gave it a "unique" Charge ability in which the user holds down the attack button and a gauge fills. There are 4 mini-gauges which denote damage increments. Inspiration for this ability came from the Earth Shaker weapon suggestion. Also, Knockback and Speed is based on the charge. Maximum charge is 4 square knockback. You can swing it like mad by clicking like mad (like with a sword). The true power is within the charge.
So yeah. Sound about right? Will edit if I forgot something.
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Y'know, maybe it'd be best to combine the hunger/thirst bars into one bar? >_>
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But anyways, there's not any real chance of Obsidian making stronger tools than diamond. At best we're probably looking at tools with maybe 513 durability, just a step below Diamond. No idea how the mining of Obsidian will actually turn out, as I don't have the inside scoop on Notch's brain.
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Example: The Warhammer, when swung normally, would deal 75% Sword damage and could be spammed just as easily. If you hold down the button though, you could fill up a charge gauge with 4 mini-bars. Each mini-bar increases the base damage by 25%, up to a max of 175% Sword damage when fully charged. While charging, you can move at half your speed, and after releasing the button (swinging), you see a swinging animation that looks much cooler and thusly try to hit the mob. Obviously not good with Skeletons, but if a Creeper or Zombie is coming after you, you can give them a good whack. Also it'd be nice if for each charged bar increased knockback and recovery time needed. Why does this function make it different from the sword? Sword would remain the same. Only slow weapons can charge up.
Thoughts?
Side Note: Holy crap, I never thought this topic would get so huge! O_O!
Edit: I don't think I mentioned it, but caltrops would be placed as a 1/4 block (snow height) and would deal damage while standing on/touching that square, just like when you run into a cactus. Unlike a cactus though, it'd deal 1 heart per interval, not half a heart. Feel free to tweak the recipe etc. Also think of more traps. Caltrops can't be the only type of traps, right?