I dont know..... pistols.... don't seem to fit in with Minecrafts theme. Neither do some of the other weapons. I'm not saying the idea is bad, I agree as well that we need more weapons.... maybe we can try adding different weapons.
I like the Magic and Shield idea. I like the Magic because I was actually thinking of making a magic room full of enchanting tables and stuff. As for the shield... I like it because it's probably like the only item that will give defence
Well then TNT doesn't fit the minecraft environment either. Flintlock pistols fit it better than TNT does. I personally feel we should stay generic with weapons, and non specific. I personally feel like every tier of weapon needs its own look. Like the diamond version of a sword should not be a recolored iron sword. Different blade shape and different handle. There should also be more player holding animations. Like the one that we have now would be one handed, there should also be two handed, and one handed with a shield. Two handed would be for larger weapons.
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calvinball12
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The knife idea is definitely a keeper, and the idea of bonus damage while sneaking is excellent. It should have very small durability, iron inflicting the most damage but only good for one use.
I'm not entirely sure about the crossbow, but it might be good. It should be more accurate and more powerful, but it should have a positively sluggish recharge. (so it's more of a weapon to soften up an opponent before you finish him off with melee. Muskets and pistols should be super expensive (like one or two gunpowder and an iron ingot per shot) and a slower recharge than the crossbow, but so powerful that it's an insta-kill for weaker mobs.
War axes should just be upgrades for regular axes via the anvil, and longswords can be obtained through the anvil as well.
Lances would be excellent as a weapon solely for horse riding, causing massive damage but breaking after one use, and causing very little damage if the target gets you first.
The knife idea is definitely a keeper, and the idea of bonus damage while sneaking is excellent. It should have very small durability, iron inflicting the most damage but only good for one use.
I'm not entirely sure about the crossbow, but it might be good. It should be more accurate and more powerful, but it should have a positively sluggish recharge. (so it's more of a weapon to soften up an opponent before you finish him off with melee. Muskets and pistols should be super expensive (like one or two gunpowder and an iron ingot per shot) and a slower recharge than the crossbow, but so powerful that it's an insta-kill for weaker mobs.
War axes should just be upgrades for regular axes via the anvil, and long swords can be obtained through the anvil as well.
Lances would be excellent as a weapon solely for horse riding, causing massive damage but breaking after one use, and causing very little damage if the target gets you first.
Thank you for the support. Also, with the crossbow, I was thinking it would take a long time to reload. In the war in the 1300's between England and France, the English longbow archers could discharge three arrows in the time that it takes a French archer to discharge one with his crossbow. With the anvil, some of us were thinking that along with PC's purpose, it would add a 4x4 grid to create bigger and better equipment. The long sword would be one of those items. Along with larger things such as battle axes and war hammers.With the lance, I was not thinking it breaking after one use, but it would only be effective while riding a horse. Like it would do like three times as much damage on a horse.
Thank you for the support. Also, with the crossbow, I was thinking it would take a long time to reload. In the war in the 1300's between England and France, the English longbow archers could discharge three arrows in the time that it takes a French archer to discharge one with his crossbow. With the anvil, some of us were thinking that along with PC's purpose, it would add a 4x4 grid to create bigger and better equipment. The long sword would be one of those items. Along with larger things such as battle axes and war hammers.
With the lance, I was not thinking it breaking after one use, but it would only be effective while riding a horse. Like it would do like three times as much damage on a horse.
Agreed.
A horseman's Lance usually doesn't break on contact of just one use, Jousting lances were often blunted and hollowed out to automatically break during a tournament so that the competitors didn't frequently die in the contests, but a war lance is something else entirely and was a very effective weapon commonly in use by cavalry up until almost World War I. It was sharp and it was stout/durable.
As to crossbows, here's what I'd suggest for firing:
As soon as you select it in your Hotbar as active in your hand, the cross bow starts a loading sequence which takes about 3x the draw time for a bow to load the crossbow. Once loaded, you can fire it immediately, but if you take it out of actively being selected (in your hand), then it will have to go through the loading sequence again when you next select it in your hand. Similarly, it will go through a loading sequence again immediately after firing it (as if it was just re-selected as active in the hand), but this allows you to switch focus quickly to your sword if youdidn't want to wait for the next bolt to be made ready for firing.
Wouldn't quivers and musket ball pouches be a good touch? This would allow more tiers of ammo to be added. Maybe for muskets, the only two tiers would be metallic and stone, where the tiers would be poison and fire and others for arrows and bolt. Skeletons should spawn with one firing weapon. It would be randomly chosen. If you kill one, it will drop the ammunition for whatever weapon it had. Like if you killed a skeleton that had a musket, it would drop like five or six musket balls.
Wouldn't quivers and musket ball pouches be a good touch? This would allow more tiers of ammo to be added. Maybe for muskets, the only two tiers would be metallic and stone, where the tiers would be poison and fire and others for arrows and bolt. Skeletons should spawn with one firing weapon. It would be randomly chosen. If you kill one, it will drop the ammunition for whatever weapon it had. Like if you killed a skeleton that had a musket, it would drop like five or six musket balls.
Personally, I think that quivers and musket ball pouches is over-complicating the game system... I mean, why do I need a separate storage container for arrows and muskets when I'm carrying 64 cubic meters of cobblestone per inventory slot? I may as well just carry a stack of Musket charges and a stack of arrows.
Because that would allow more tiers of ammo in the game.
I suppose if you were to stick ammo down in your hotbar though...
Not entirely necessary when I think about it.
I was thinking about armour having some negative effects to have a sort of ideal loadout for each weapon so it ain't an invincible guy in full diamond in a tower killing the newspawns.
Maybe that diamond armour helmet gives him an accuracy decrease, along with the chest piece as well.
Maybe different levels of each armour such as heavy and light.
Heavy helmet would be fullface, while light would be current.
Heavy torso would be current, while light would be a breastplate with no shoulders.
Maybe waist bandoliers to go in your legs slot, decreases load time for muskets/ crossbows.
Boots could stay more/ less universal.
But, as you can see light armour would be beneficial for range specialising players, while heavy would be specialised for melee type players.
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I put my shirt on one leg at a time, just like everybody else.
Oh yes it is. You can smash a diamond with a sledge hammer. The thing is is that you can break diamond with almost anything at the right velocity, but you can only CUT diamond with another diamond. Yes it is less brittle than glass, but not by much. If you smash a war hammer hard enough to dent iron, it might be enough to crack diamond.The only reason why not many people do that is because the diamond fragments are not worth nearly as much as the original diamond.
This is a very common misconception. People think that only diamond can break diamond because it is the hardest material. Then there is toughness. Toughness is its resistance to forceful impacts. As a material, it is not that tough. Steel has a higher toughness. Something that will break a diamond could possibly leave just a dent in steel.
Brittle is fragile in a particular direction, e.g easily snapped like cast iron/ a clump of salt.
What you are kind of talking about is super hardened steel sort of stuff, where if you hit two hammers together they explode as they did in the mythbusters.
For it to explode you would need to have something harder or as hard as diamond and a great amount of energy to break the bonds, if it was to be broken it would probably already be cracked/ weak.
Maybe several million years in the ground might do that.
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I put my shirt on one leg at a time, just like everybody else.
The diamond has very fragile areas that can crack from a blow. I am not talking about it exploding, just cracking. The cost is not the only reason why diamond armor does not exist in real life. It is not meant to withstand forceful impacts, just not be able to be perfectly cut from anything but diamond. Like if I was trying to cut a diamond for someone to wear on a ring or something and I got frustrated and smashed it with a large object, it would shatter. The cost is the reason why you have never seen anyone do that.
The diamond has very fragile areas that can crack from a blow. I am not talking about it exploding, just cracking. The cost is not the only reason why diamond armor does not exist in real life. It is not meant to withstand forceful impacts, just not be able to be perfectly cut from anything but diamond. Like if I was trying to cut a diamond for someone to wear on a ring or something and I got frustrated and smashed it with a large object, it would shatter. The cost is the reason why you have never seen anyone do that.
The diamonds you mine appear to be perfectly cut though.
It's hard to talk about because diamond armour isn't really possible as depicted in the game.
If it was flawless diamond as I was talking about, it would be pretty damn tough.
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I put my shirt on one leg at a time, just like everybody else.
That is just the texture they chose though. Also, with it being tough, it might resist a blade unless the blade cracked it. A preschooler could smash a diamond with a hammer. It is not the material of the object that breaks the diamond, it is the force of the impact that breaks it.
That is just the texture they chose though. Also, with it being tough, it might resist a blade unless the blade cracked it. A preschooler could smash a diamond with a hammer. It is not the material of the object that breaks the diamond, it is the force of the impact that breaks it.
Diamond has greater protection than iron, which is why I believe it is flawlessly cut right in the ground.
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I put my shirt on one leg at a time, just like everybody else.
Iron is also very brittle. Those two materials might deflect blade weapons, diamond being better in that case. If you think about it, the only weapons we have in the game right now are blade, which is the sword. If we had blunt weapons, we would need more tiers of armor. None of our current tiers of armor would protect against a blunt weapon. If we had some kind of flexible material, that might do it. Actually, gold might do it. gold is flexible.
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We are stumped for ideas at the moment.
Community help & discussion is awesome.
I like the Magic and Shield idea. I like the Magic because I was actually thinking of making a magic room full of enchanting tables and stuff. As for the shield... I like it because it's probably like the only item that will give defence
^^^^ Click it! You know you want to...
I'm not entirely sure about the crossbow, but it might be good. It should be more accurate and more powerful, but it should have a positively sluggish recharge. (so it's more of a weapon to soften up an opponent before you finish him off with melee. Muskets and pistols should be super expensive (like one or two gunpowder and an iron ingot per shot) and a slower recharge than the crossbow, but so powerful that it's an insta-kill for weaker mobs.
War axes should just be upgrades for regular axes via the anvil, and longswords can be obtained through the anvil as well.
Lances would be excellent as a weapon solely for horse riding, causing massive damage but breaking after one use, and causing very little damage if the target gets you first.
Agreed.
A horseman's Lance usually doesn't break on contact of just one use, Jousting lances were often blunted and hollowed out to automatically break during a tournament so that the competitors didn't frequently die in the contests, but a war lance is something else entirely and was a very effective weapon commonly in use by cavalry up until almost World War I. It was sharp and it was stout/durable.
As to crossbows, here's what I'd suggest for firing:
As soon as you select it in your Hotbar as active in your hand, the cross bow starts a loading sequence which takes about 3x the draw time for a bow to load the crossbow. Once loaded, you can fire it immediately, but if you take it out of actively being selected (in your hand), then it will have to go through the loading sequence again when you next select it in your hand. Similarly, it will go through a loading sequence again immediately after firing it (as if it was just re-selected as active in the hand), but this allows you to switch focus quickly to your sword if youdidn't want to wait for the next bolt to be made ready for firing.
Personally, I think that quivers and musket ball pouches is over-complicating the game system... I mean, why do I need a separate storage container for arrows and muskets when I'm carrying 64 cubic meters of cobblestone per inventory slot? I may as well just carry a stack of Musket charges and a stack of arrows.
I suppose if you were to stick ammo down in your hotbar though...
Not entirely necessary when I think about it.
I was thinking about armour having some negative effects to have a sort of ideal loadout for each weapon so it ain't an invincible guy in full diamond in a tower killing the newspawns.
Maybe that diamond armour helmet gives him an accuracy decrease, along with the chest piece as well.
Maybe different levels of each armour such as heavy and light.
Heavy helmet would be fullface, while light would be current.
Heavy torso would be current, while light would be a breastplate with no shoulders.
Maybe waist bandoliers to go in your legs slot, decreases load time for muskets/ crossbows.
Boots could stay more/ less universal.
But, as you can see light armour would be beneficial for range specialising players, while heavy would be specialised for melee type players.
Diamond isn't brittle from my knowledge.
What you are kind of talking about is super hardened steel sort of stuff, where if you hit two hammers together they explode as they did in the mythbusters.
For it to explode you would need to have something harder or as hard as diamond and a great amount of energy to break the bonds, if it was to be broken it would probably already be cracked/ weak.
Maybe several million years in the ground might do that.
The diamonds you mine appear to be perfectly cut though.
It's hard to talk about because diamond armour isn't really possible as depicted in the game.
If it was flawless diamond as I was talking about, it would be pretty damn tough.
Diamond has greater protection than iron, which is why I believe it is flawlessly cut right in the ground.