This is just a few ideas I have been toying with for while now and I'm not saying I will be doing any of this. The reason I created the thread is to see if these are needed and/or wanted changes.
With the Minecraft 1.5 update looming in the horizon it seemed like a good opportunity to do some housecleaning.
Most of the current TC 3 items and blocks will remain intact except where it is obvious they will need to change to fit in with the new ideas listed below.
Why would you want to change things?
TC3 is working fine as-is, but after release several things had become obvious to me.
Firstly, there are way too many aspects. During the early days of TC3 I went back and forth between having only a few or loads of different aspects. I ended up going the more is better route, but I've not been very happy with the results.
Secondly the whole concept of aura nodes worked well on paper, but is problematic for several reasons:
- They get corrupted easily due to crashes and the way MC saves chunk data
- They are succeptable to griefing (either malicious or self inflicted )
- They cause lag (fps, server and bandwith)
What do you want to change with Aspects?
I'm thinking of reducing them to only a handfull of fairly broad categories. I'm currently considering Fire, Air, Earth, Water, Life, Death, Magic, Nature. I might also go with a non-elemental category breakdown. Either way I want there to be less than 10 aspects.
Also, aspects will replace Vis. What the what!? .... see below
What do you want to change with Auras?
Well, I want to do away with them completely. Auras are used as a source for vis, and I'm thinking of getting rid of vis (in its current form) completely. Currently most crafting requires two different resources - vis and essentia. That is a bit silly imho and I think it would probably be better to just use essentia.
I DO like the idea that aura nodes acted as focal points for magical power. I will try and keep that idea alive with different worldgen features, but for the most part they will be tied to special blocks or structures like the old TC1 altars and obelisks.
These are big changes and I suspect they will be unpopular ones. If I'm proven right it will probably prevent me from implementing some of the other ideas I have.
What do you want to change with Research?
Not sure yet honestly. It might remain as-is, or become even more of a mini-game. All I know at the moment is that I would like it be more fun and less about guessing and more about puzzle-solving.
As some of the TC add-on devs and IRC regulars might know I have discussed the possibility of splitting up the research tree into distinct sections each with its own page and tree structure. The current TC tree is getting a bit crowded and messy - especially with add-on mods adding their own stuff.
Ok, if you are getting rid of vis, what will power our stuff?
Good question. YOU will power your stuff. There will be mechanics added to allow you to absorb the various types of essentia. For example, when you start out you can store a total of 50 essentia of each type and using a wand drains from those essentia pools.
I'm considering adding a bit of an RPG element to things by allowing you to "level up" to increase how much essentia you can store, or grant you other abilities. This leveling will happen through research and/or actual xp or other means.
You will absorb essentia by various means. One way would be mob drops - they will drop raw essentia orbs in the same way they drop xp orbs. You could also destroy blocks and items to gain their essentia. You could also have tools to suck the essentia from various things like the world-gen features I'm planning on adding to replace nodes.
Wait, your adding what is essentially different kinds of mana? Does this mean...
Yes. I'm adding spellcasting. One of the research trees I'd like to add will be all about casting spells. I'm going to remove all the various elemental wands and you will just have the basic casting wand that currently exists, which you will use for all your various spells and such. For example, instead of having a Wand of Fire, you will research how to cast the same effect through your normal wand.
I have resisted adding spellcasting for ages, but since the whole idea of TC3 was to move away from the tech mod concept spellcasting does feel like an obvious way to do it.
The magi-punk idea of TC will remain however - that is a big part of the mod and I will never get rid of it. Also I have now coined the phrase magi-punk. Your welcome.
Just to make things clear - these are just ideas. If most people say "No thanks", then I will happily abandon them.
After giving things some thought I have decided not to cull the aspect list to less than 24 or so different aspects. I'm still deciding if I'm just going cut off the dead wood (quite literally - there are 5 plant related aspects) or completely reorganize the aspect breakdown.
I've had a bit of an inspiration with the research system which I think will add an intresting dynamic to it, though I don't want to go into details just yet. Lets just say that more than half of your research time would NOT be spent in front of a table staring at a GUI.
I'm still wracking my brain on the whole matter in regards to the aura and nodes. I'm still leaning heavily towards making them blocks, but there is several problems with the approach. This needs a bit more thought.
The overwhelming opinion seems to be to keep vis as a resource. I'm still in two minds on the matter, though I am leaning slightly towards keeping it however. It is linked to auras so depending on what I do there will determine if it stays or not.
Nope. Well, not in the traditional sense of the word at least - it will have a definite magi-punk flavor
I was never planning on using MC's built in xp system for this especially since there has been rumblings that vanilla might include things like that. I was thinking more along the lines of there being research that alters the way your character does thaumcrafty things - for example a research that reduces vis cost by 10%, or increases damage with the wand of fire by 20%. These researches could possibly even include branching paths so you need to choose between 20% bonus damage or 20% less charge use on the wand.
If I include this it would more than likely come in a later update.