I like the idea, but one thing I did not like was the idea of only fighting the boss once, and after that it not reappearing. So, My idea; The boss does have a chest filled with random loot, Yet the first time you kill it it drops the items listed, and they can respawn elsewhere. This would be good for those people who want to fight them for the challenge, they can still fight the bosses, With incentive (The Chest).
I really really love the concept of the Wurm arrow, it looks amazingly helpful.
Quote from telekrus »
Arachne
Entrance: it would be cool if she transformed from a regular spider when you enter, but that may be hard to animate.
I dont think it would be too hard, DrZhark, the creator of the Mo' Creatures mod recently released his Werewolf, which transforms at night, and has two separate stances in Werewolf form:
I tried using tags but couldn't figure it out :/
Rollback Post to RevisionRollBack
Redstone enthusiast for hire. If you need any help feel free to drop me a PM. My creations
I really really love the concept of the Wurm arrow, it looks amazingly helpful.
Quote from telekrus »
Arachne
Entrance: it would be cool if she transformed from a regular spider when you enter, but that may be hard to animate.
I dont think it would be too hard, DrZhark, the creator of the Mo' Creatures mod recently released his Werewolf, which transforms at night, and has two separate stances in Werewolf form:
I tried using tags but couldn't figure it out :/
Oh yeah, I've seen that before. Just forgot about it. That would be awesome. I was thinking of her actually growing from a spider's head, but that shaking animation would be cool too. It would be awesome to have that music from the video happen whenever a boss enters.
and to quote someone, you've got it right, but you need to put quotes ("") around the name of the person you're quoting. [quote=telekrus]...
I like the idea, but one thing I did not like was the idea of only fighting the boss once, and after that it not reappearing. So, My idea; The boss does have a chest filled with random loot, Yet the first time you kill it it drops the items listed, and they can respawn elsewhere. This would be good for those people who want to fight them for the challenge, they can still fight the bosses, With incentive (The Chest).
Great concept :smile.gif:
The bosses don't respawn. You can find them again by exploring further out. If there is only one boss in the Aether, it doesn't mean you can only fight one boss there ever. It just means there is only one type of boss area that has a random chance of appearing.
I like the idea, but one thing I did not like was the idea of only fighting the boss once, and after that it not reappearing. So, My idea; The boss does have a chest filled with random loot, Yet the first time you kill it it drops the items listed, and they can respawn elsewhere. This would be good for those people who want to fight them for the challenge, they can still fight the bosses, With incentive (The Chest).
Great concept :smile.gif:
The bosses don't respawn. You can find them again by exploring further out. If there is only one boss in the Aether, it doesn't mean you can only fight one boss there ever. It just means there is only one type of boss area that has a random chance of appearing.
actually, the way it's set up now, you're both wrong. the bosses don't respawn, but they all spawn only once. the idea here is that it will take a long time to find a boss (much longer than finding a dungeon, and that's not easy), so I want to avoid the frustration of killing, say arachne, going out 700 chunks further, only to find arachne again.
don't worry about running out of bosses to fight, though. there are currently over 14, and it will take a VERY long time to get even half of them defeated, especially because you need to move around so much. It's designed so that you'd have to be obsessed to even kill more than 6, let alone all of them. if people want to fight bosses, I think it's better if they fight a new boss, instead of an old one for less interesting treasure.
Bladed bow- Very overpowered. Very. These weapons should not make other weapons obsolete. Other than that, I like the ranger very well.
Edit: How about after you kill all of the bosses that spawn in a specific area, you can find them again. e.g. I killed all of the bosses that can spawn underground. I can now find them again. With the boss compass, you would be able to find them more quickly, so a dedicated player could take them all out after 2 months of playing.
Bladed bow- Very overpowered. Very. These weapons should not make other weapons obsolete. Other than that, I like the ranger very well.
Edit: How about after you kill all of the bosses that spawn in a specific area, you can find them again. e.g. I killed all of the bosses that can spawn underground. I can now find them again. With the boss compass, you would be able to find them more quickly, so a dedicated player could take them all out after 2 months of playing.
right. sorry, I'll change the bow soon.
remember: the boss compass is more like a metal detector. you still need to explore.
the bosses cannot respawn. it just wouldn't work: some of their Lairs crumble after their death,
and if a player were to fill in, say, a lair with dirt, the boss wouldn't spawn correctly. the player could put, say, lava in the earthmonster's box to kill it instantly. maybe after all the bosses in a world die, they will be able to be found again, but that's all that will really work.
random event; each time a new chunk is generated, if there is not already an invisible "Alien spawner" block in the world, there is a 1/65536 chance of generating the invisible alen spawner above any exposed block in the chunk (including caves). If the alien spawner id contacted by the player (or by another mob while the player is in the same chunk) a UFO will spawn and continue to spawn aliens until destroyed. The UFO would have 100 health and only take damage if it was hit with an explosion. This would obviously support the idea of ranged explosive weapons like a bomb arrow ]" title="-<->" />
or grenade
[]
[] []
=reddust
drops diamond blocks (10) when killed. also allows space age crafting recipies like teleblock
and teleporter
teleblock
cannot be placed if there exists another teleblock. required diamond pick to pickup.
teleporter
[] []
durability of diamond tool
when used (right click while selected) warps to on top teleblock
doesnt work if area above teleblock is filled with blocks.
Bladed bow- Very overpowered. Very. These weapons should not make other weapons obsolete. Other than that, I like the ranger very well.
Edit: How about after you kill all of the bosses that spawn in a specific area, you can find them again. e.g. I killed all of the bosses that can spawn underground. I can now find them again. With the boss compass, you would be able to find them more quickly, so a dedicated player could take them all out after 2 months of playing.
right. sorry, I'll change the bow soon.
remember: the boss compass is more like a metal detector. you still need to explore.
the bosses cannot respawn. it just wouldn't work: some of their Lairs crumble after their death,
and if a player were to fill in, say, a lair with dirt, the boss wouldn't spawn correctly. the player could put, say, lava in the earthmonster's box to kill it instantly. maybe after all the bosses in a world die, they will be able to be found again, but that's all that will really work.
Stupid lag. I had to type this out three times now because it won't go through.
Annoying lag besides, I meant that if you had killed every boss that can spawn underground, and then went exploring underground for a while, you might find another slime temple. The main reason being that if you kill every boss, then you have to make a new file if you want to fight bosses again.
public void AddRecipes(CraftingManager craftingmanager)
craftingmanager.addshapelessrecipe(skittle) new Object[]{
new ItemStack(Item.dyepowder, 1 , 1), new Itemstack(Item.sugar, 1)
}
modding for fun
Click that ^^^^
ok, a few things. one, that picture explains absolutely nothing. how would the boss work?
two, read the bottom of the main post: no more hordes. still, I guess I'm open.
keeping in mind it's been suggested three times already, try to convince me that the battle will be more interesting than a chorus of hisses and booms.
the rival
biome: any where the can be moderately secured by fortress
fortress: dependent on biome/roll of the dice to say the least
entrance: do what any respectable minecraft player would do, unless u rolled a noob, and if notch hates u, maybe a greifer or worse, the L33T
special:being as diverse as the average player and just as well equipped
like u they respawn, like u they mine, like you they are and like u hoard precious resource ripe for raiding
however, like u they think, and, like you, they raid
unlike u however, they probably are going to have a yes no,if they will be part of your game
another boss is a more agresive type
the Warlord
this is something u would be able to turn on/off
biome: any but N/a in a way
fortess: only at night they will set up a temporary camp
entace: look to the horizon, and pray to notch u don't see a medium large encampment of people sharpening their swords
special:they have a preset number of troops, that never change, ever, did i mention the army of mass(but weak, like 1-2 hearts)minions that will attempt to siege your home
the warlord him self uses only the best armor, and legendary weapon, translation, a fat stack of loot and a legendary sword to spare(at-will/encounter/daily powers vary with the sword) which is untreatable, but does not break destroying/losing it results in some new warlord finding it
they won't attack u all at once but rather, in 3 to 5 waves, the last with the war lord and i still need loss conditions,
espicaly if ur base is on ur spawn
and yes. i have no clue how many of ur rules i may have broken, but i just made them as i saw fit, but u CAN change them a little to fit ur needs. then again i broke the bulk of the rules didn't i
Spider Queen This one is a bit different (ill get to HOW shes different later), she commands leigions of spiders, and can cause spiders from underground (like ones spawned in caves, spawners, the like,) to burrow up to the surface, instead of summoning themwith a spell or bringing a set group with her.
appearence: this is wha tmainly makes her different, she isnt some hideously grotesque beast, she is an elegant, beautiful, yet sinister woman in black, purple, and red garb (just dont think Harley Quinn)
Attacks: Venom: she launches a bright green orb at you, if it makes contact, your hearts turn green, but not all of them do, the ones you are going to lose turn green, like so = heart = poisoned heart = missing heart
you can be cured by drinking mushroom soup
Summon venom spider: summons a venomous spider that is pure black with a green hourglass symbol on his back
Summon spider: summons a spider
Summon black widow: summons a deadly, yet extremly slow, venomous black widow, getting bit by a black widow causes your hearts to turn gray, you cannot reclaim a grey heart
bite: if you get unfortuante enought ot get near her, she bites you, causing all your hearts to turn either green or grey, if they turn grey you get one half red heart, bu you are impervious to spider damage after being bit, until cured, since this is the only direct attack the spider queen has, you just have to pray she drops an orb, or you're screwed
drops: a poison orb, combining the poison orb with mushroom soup is the ONLY thing that can cure a grey heart, poison orbs can also be put into a dispenser that fires out a green smoke particle that kills whatever ingests it (possible side-use for cthulu diving helmet?)
let me know what u think
75% drop 1
50% drop 2
25% drop 3
Rollback Post to RevisionRollBack
i am an assassin i will kill you if you read this.
How about a Boss type of Mob spawner like those in dungeons.
NETHER SPAWN
The spawner can only be destroyed by a Golden Sword and has same endurance as beating Stone with your hand( to give it some use and not just BLING) (Once the spawner is derstoyed by the sword, 50% of its durability will dissappear or if lower than 50% will immediately break it.)
Spawn will be located in any underground caverns indicated by a wall of bedrock close to the bottom of the map with a long bedrock hall in which will look a bit like this (makes it difficult to stumble on unless you have the Boss pointer)
= Nether spawn
The spawner will only appear in Hard mode and will despawn on other modes.
It's basically an endurance test and how well you can handle mobs.
Drop: a chest will replace the spawner once destroyed bundle of 15 "Placeable" Bedrock blocks (once used you can never take it off hence use it with caution) and random loot of Diamond (random from 5-10) or maybe something else since Bedrock is the main drop
Attacks: It will spawn 3 random Mobs in a 3 second interval. Light will not affect the spawner and will still spawn in presence of light. You can ready yourself byplacing torches inside before turning to hard mode and starting the dungeon run since there is no light available and it will be hard to kill mobs if you cant see.
As you enter the bedrock hall it will immediately start to spawning mobs.
The mobs will move continually through the hall until it either detects you and attacks you or it either reaches the end of the hall then despawns. Mobs will not drop loot if they reach the end unless you kill them by yourself to avoid afk farming.
Placing blocks inside the dungeon will be impossible and will immediately turn into a drop loot i.e. cobblestone will turn back into drop from once placed in the dungeon. (TNT placed blocks will be activated as if punched when placed)
The spawner will not appear unless you are either a 10 blocks away from the dungeon entrance and you are not inside the dungeon when you switch game modes to get closer.
Maximum of 15 mobs will only be spawned unless you kill one and another will be spawned immediately if past the 3 second interval. It can only spawn once every 3 seconds as to avoid machine gun spawning of monster every time you kill one for example =15 mobs maxed out killing one would make the spawner spawn another after that It will have to wait another 3 seconds to spawn another monster, if you kill 2 monster within the cooldown of the spawn it will spawn 2 etc. up to a max of 3 as long as mob isnt maxed out.
Once destroyed the dungeon bedrock is immediately turned into mossy cobblestone
EDIT: Victory will be reached when you get in 1 Block close to the spawner hence stopping it from spawning anymore
so rushing is a possibility although 3x3 dungeon hall will make it hard to do that.
Here's some ideas of mine. I especially like the idea of bosses based on existing mobs.
Spider Broodmother - somewhat easy, found in surface level caves or somewhat below ground level. Could not pounce and move like other spiders, but uses legs which you must chop off to harm you. Chopping off all the legs would enable you to deal a finishing blow.
Drop ideas:
Spider Pheromone - Limited use item that makes a spider mob friendly to you, attacking nearby hostile mobs until it dies or it wears off.
String.
Dragon - (yeah probably suggested a thousand times, here's my version) Difficult boss found only in the depths of the Nether. Could obviously breath fire, making it deadly due to the lack of water in the Nether. Could swipe with legs. Killable only by arrows to the head or torso.
New mob idea - Drakes. Small flying mobs that would breath fire that only causes over-time damage. Would drop dragon scales, which could be used to craft armor at the same level as diamonds (no tools though).
Drop ideas:
Drake Saddle - used on a drake (or summoned) as a flyable mount. Possibly restricted to the Nether, but maybe not. Maybe limited use.
Dragon scales (if implemented)
Heart of Fire - if in your inventory (maybe equipped if accessory slots are added) it would make you immune to damage over time caused by fire/lava and would reduce how much lava damages you.
Dragon Head - trophy that could be placed on your wall like a painting is.
Skeletal Lord - Somewhat difficult. Found in lower-mid level caves. Could summon skeletons to aid him, but would wield a diamond sword himself. Only damaged by diamond and maybe iron swords and hits for large damage. Maybe he could have some magic-based attack.
Drop ideas:
Diamond Arrows - would cause much more damage than regular arrows, maybe even have an after-effect on the target.
Bones
Skeleton Crown - a bone crown that, when worn (head slot) would maybe reduce damage or accuracy of skeleton mobs, or maybe even prevent them from spawning or attacking (in which case durability would be a good idea).
Zombie Overmind - (Any similarities to StarCraft may not be coincidence) Difficult, not so much as the dragon though. Would summon zombies and use tentacles (which can be chopped off, but will regrow) to attack you. Could only be killed by shooting a critical part (maybe an eye) multiple times, then swording it (Legend of Zelda style all the way).
Drop ideas:
- When killed, zombies would be immediately killed and not spawn for a set number of days before the next Overmind spawns. It may spawn in one of a few set locations, or maybe in the same place but more powerful (I can see that this might conflict with some aspects of the game)
- Vial of Plague - limited use fun item that could create zombies out of livestock animals and possibly other mobs. Wouldn't change hostility, just looks. Would cause livestock to devour other livestock :biggrin.gif:
Evil Spirit - Moderate difficulty. Located in the upper levels of the Nether. Large flying ghast-like creature that would fade in and out of visibility (but not existence). Could only be harmed by gold weaponry. Would use magic-based attacks to harm you.
Drop ideas:
Ghastly Cloak - Chest item (or capes when implemented) that would render the player invisible to all non-boss mobs. Thus the player could not be attacked. Durability would fade over time worn.
Spirit Gem - Allows for instant teleport in and out of the Nether. Would not drop you over lava or other dangers. Would function similar to portals in that you would go to the corresponding spot in the Nether or actual world. Limited use, but could not break in the Nether (to prevent a player from being lost in there).
Grove Guardian - Difficulty similar to Dragon (very difficult). Located in groves, which could be found on any island that was spawned with lots of trees/plants. Would summon hostile livestock and perhaps spiders to attack you, in addition to attacking with vines that would strangle one (but could be attacked to release, faster with swords or axes). A flint and tinder must be used on multiple spots to kill the Guardian. It can heal itself for a small amount.
Drop ideas:
Gem of Life - gives a player the option to revive themselves after death to full health, keeping all items. If they died in lava, it would revive them on the nearest safe ledge. Limited use, probably two at most.
Fertilizer - used on farmland/soil/sand to create a fertilized block of the respective material, which would rapidly increase the growth rate of plants growing on it. Limited use, but enough uses to make it useful.
Herobrine - Naw just kidding.
Grand Eagle - large flying eagle that could be found on top of high mountains or soaring in the sky (in which case it must be reached by building upward). Would be somewhat difficult especially due to the height, but not incredibly so. Could be damaged by any weapon. Would use claw swipes that knock the player back, risking fall damage. Would also use an grab attack in which the bird would grab the player with his talons, slowly rise and then fly to the nearest ledge over a long drop and let them plummet. Could be avoid initially, or by damaging the claws enough before you reach the ledge to escape.
Drop ideas (would probably be in a chest or something to ensure they didn't fall away if it dies in the air):
Talon Claw - weapon equivalent to an iron sword with unlimited or high durability.
Tons of feathers.
Golden Feathers - another idea for air travel. An item that would allow the player to fly while the mouse button is held down. Could not be used if the sky can't be seen. Durability would decay over usage time.
I'm sure I could think up more but I'm done. Those are my somewhat mediocre ideas.
what i think of this idea:NO! i hate this idea bosses in a openended game like wtf man i hate to be rude but this idea sucks.
Did you read the description? It specifically states that the bosses are nothing more than unique mobs. They are completely optional. There is no storyline. It's like if someone said, let's add biomes!, and you instantly thought that the world wasn't going to be randomly generated.
Great concept :smile.gif:
I really really love the concept of the Wurm arrow, it looks amazingly helpful.
I dont think it would be too hard, DrZhark, the creator of the Mo' Creatures mod recently released his Werewolf, which transforms at night, and has two separate stances in Werewolf form:
I tried using tags but couldn't figure it out :/
My creations
Oh yeah, I've seen that before. Just forgot about it. That would be awesome. I was thinking of her actually growing from a spider's head, but that shaking animation would be cool too. It would be awesome to have that music from the video happen whenever a boss enters.
and to quote someone, you've got it right, but you need to put quotes ("") around the name of the person you're quoting. [quote=telekrus]...
The bosses don't respawn. You can find them again by exploring further out. If there is only one boss in the Aether, it doesn't mean you can only fight one boss there ever. It just means there is only one type of boss area that has a random chance of appearing.
actually, the way it's set up now, you're both wrong. the bosses don't respawn, but they all spawn only once. the idea here is that it will take a long time to find a boss (much longer than finding a dungeon, and that's not easy), so I want to avoid the frustration of killing, say arachne, going out 700 chunks further, only to find arachne again.
don't worry about running out of bosses to fight, though. there are currently over 14, and it will take a VERY long time to get even half of them defeated, especially because you need to move around so much. It's designed so that you'd have to be obsessed to even kill more than 6, let alone all of them. if people want to fight bosses, I think it's better if they fight a new boss, instead of an old one for less interesting treasure.
Edit: How about after you kill all of the bosses that spawn in a specific area, you can find them again. e.g. I killed all of the bosses that can spawn underground. I can now find them again. With the boss compass, you would be able to find them more quickly, so a dedicated player could take them all out after 2 months of playing.
right. sorry, I'll change the bow soon.
remember: the boss compass is more like a metal detector. you still need to explore.
the bosses cannot respawn. it just wouldn't work: some of their Lairs crumble after their death,
and if a player were to fill in, say, a lair with dirt, the boss wouldn't spawn correctly. the player could put, say, lava in the earthmonster's box to kill it instantly. maybe after all the bosses in a world die, they will be able to be found again, but that's all that will really work.
random event; each time a new chunk is generated, if there is not already an invisible "Alien spawner" block in the world, there is a 1/65536 chance of generating the invisible alen spawner above any exposed block in the chunk (including caves). If the alien spawner id contacted by the player (or by another mob while the player is in the same chunk) a UFO will spawn and continue to spawn aliens until destroyed. The UFO would have 100 health and only take damage if it was hit with an explosion. This would obviously support the idea of ranged explosive weapons like a bomb arrow
or grenade
[]
[]
drops diamond blocks (10) when killed. also allows space age crafting recipies like teleblock
and teleporter
teleblock
cannot be placed if there exists another teleblock. required diamond pick to pickup.
teleporter
[]
durability of diamond tool
when used (right click while selected) warps to on top teleblock
doesnt work if area above teleblock is filled with blocks.
Stupid lag. I had to type this out three times now because it won't go through.
Annoying lag besides, I meant that if you had killed every boss that can spawn underground, and then went exploring underground for a while, you might find another slime temple. The main reason being that if you kill every boss, then you have to make a new file if you want to fight bosses again.
king creeper, hoarde of creepers.
this pic explains it all.
i made it like this:
craftingmanager.addshapelessrecipe(skittle) new Object[]{
new ItemStack(Item.dyepowder, 1 , 1), new Itemstack(Item.sugar, 1)
}
modding for fun
Click that ^^^^
ok, a few things. one, that picture explains absolutely nothing. how would the boss work?
two, read the bottom of the main post: no more hordes. still, I guess I'm open.
keeping in mind it's been suggested three times already, try to convince me that the battle will be more interesting than a chorus of hisses and booms.
i foresee cut scenes
second a very interesting bosses
the rival
biome: any where the can be moderately secured by fortress
fortress: dependent on biome/roll of the dice to say the least
entrance: do what any respectable minecraft player would do, unless u rolled a noob, and if notch hates u, maybe a greifer or worse, the L33T
special:being as diverse as the average player and just as well equipped
like u they respawn, like u they mine, like you they are and like u hoard precious resource ripe for raiding
however, like u they think, and, like you, they raid
unlike u however, they probably are going to have a yes no,if they will be part of your game
another boss is a more agresive type
the Warlord
this is something u would be able to turn on/off
biome: any but N/a in a way
fortess: only at night they will set up a temporary camp
entace: look to the horizon, and pray to notch u don't see a medium large encampment of people sharpening their swords
special:they have a preset number of troops, that never change, ever, did i mention the army of mass(but weak, like 1-2 hearts)minions that will attempt to siege your home
the warlord him self uses only the best armor, and legendary weapon, translation, a fat stack of loot and a legendary sword to spare(at-will/encounter/daily powers vary with the sword) which is untreatable, but does not break destroying/losing it results in some new warlord finding it
they won't attack u all at once but rather, in 3 to 5 waves, the last with the war lord and i still need loss conditions,
espicaly if ur base is on ur spawn
and yes. i have no clue how many of ur rules i may have broken, but i just made them as i saw fit, but u CAN change them a little to fit ur needs. then again i broke the bulk of the rules didn't i
third i foresee on/off switches for bosses
Take the Magic: The Gathering 'What Color Are You?' Quiz.
75% drop 1
50% drop 2
25% drop 3
NETHER SPAWN
The spawner can only be destroyed by a Golden Sword and has same endurance as beating Stone with your hand( to give it some use and not just BLING) (Once the spawner is derstoyed by the sword, 50% of its durability will dissappear or if lower than 50% will immediately break it.)
Spawn will be located in any underground caverns indicated by a wall of bedrock close to the bottom of the map with a long bedrock hall in which will look a bit like this (makes it difficult to stumble on unless you have the Boss pointer)
[] [] [] []
[] [] [] []
[]
[] [] [] []
[] [] [] []
The spawner will only appear in Hard mode and will despawn on other modes.
It's basically an endurance test and how well you can handle mobs.
Drop: a chest will replace the spawner once destroyed bundle of 15 "Placeable" Bedrock blocks (once used you can never take it off hence use it with caution) and random loot of Diamond (random from 5-10) or maybe something else since Bedrock is the main drop
Attacks: It will spawn 3 random Mobs in a 3 second interval. Light will not affect the spawner and will still spawn in presence of light. You can ready yourself byplacing torches inside before turning to hard mode and starting the dungeon run since there is no light available and it will be hard to kill mobs if you cant see.
As you enter the bedrock hall it will immediately start to spawning mobs.
The mobs will move continually through the hall until it either detects you and attacks you or it either reaches the end of the hall then despawns. Mobs will not drop loot if they reach the end unless you kill them by yourself to avoid afk farming.
Placing blocks inside the dungeon will be impossible and will immediately turn into a drop loot i.e. cobblestone will turn back into drop from once placed in the dungeon. (TNT placed blocks will be activated as if punched when placed)
The spawner will not appear unless you are either a 10 blocks away from the dungeon entrance and you are not inside the dungeon when you switch game modes to get closer.
Maximum of 15 mobs will only be spawned unless you kill one and another will be spawned immediately if past the 3 second interval. It can only spawn once every 3 seconds as to avoid machine gun spawning of monster every time you kill one for example =15 mobs maxed out killing one would make the spawner spawn another after that It will have to wait another 3 seconds to spawn another monster, if you kill 2 monster within the cooldown of the spawn it will spawn 2 etc. up to a max of 3 as long as mob isnt maxed out.
Once destroyed the dungeon bedrock is immediately turned into mossy cobblestone
EDIT: Victory will be reached when you get in 1 Block close to the spawner hence stopping it from spawning anymore
so rushing is a possibility although 3x3 dungeon hall will make it hard to do that.
Spider Broodmother - somewhat easy, found in surface level caves or somewhat below ground level. Could not pounce and move like other spiders, but uses legs which you must chop off to harm you. Chopping off all the legs would enable you to deal a finishing blow.
Drop ideas:
Spider Pheromone - Limited use item that makes a spider mob friendly to you, attacking nearby hostile mobs until it dies or it wears off.
String.
Dragon - (yeah probably suggested a thousand times, here's my version) Difficult boss found only in the depths of the Nether. Could obviously breath fire, making it deadly due to the lack of water in the Nether. Could swipe with legs. Killable only by arrows to the head or torso.
New mob idea - Drakes. Small flying mobs that would breath fire that only causes over-time damage. Would drop dragon scales, which could be used to craft armor at the same level as diamonds (no tools though).
Drop ideas:
Drake Saddle - used on a drake (or summoned) as a flyable mount. Possibly restricted to the Nether, but maybe not. Maybe limited use.
Dragon scales (if implemented)
Heart of Fire - if in your inventory (maybe equipped if accessory slots are added) it would make you immune to damage over time caused by fire/lava and would reduce how much lava damages you.
Dragon Head - trophy that could be placed on your wall like a painting is.
Skeletal Lord - Somewhat difficult. Found in lower-mid level caves. Could summon skeletons to aid him, but would wield a diamond sword himself. Only damaged by diamond and maybe iron swords and hits for large damage. Maybe he could have some magic-based attack.
Drop ideas:
Diamond Arrows - would cause much more damage than regular arrows, maybe even have an after-effect on the target.
Bones
Skeleton Crown - a bone crown that, when worn (head slot) would maybe reduce damage or accuracy of skeleton mobs, or maybe even prevent them from spawning or attacking (in which case durability would be a good idea).
Zombie Overmind - (Any similarities to StarCraft may not be coincidence) Difficult, not so much as the dragon though. Would summon zombies and use tentacles (which can be chopped off, but will regrow) to attack you. Could only be killed by shooting a critical part (maybe an eye) multiple times, then swording it (Legend of Zelda style all the way).
Drop ideas:
- When killed, zombies would be immediately killed and not spawn for a set number of days before the next Overmind spawns. It may spawn in one of a few set locations, or maybe in the same place but more powerful (I can see that this might conflict with some aspects of the game)
- Vial of Plague - limited use fun item that could create zombies out of livestock animals and possibly other mobs. Wouldn't change hostility, just looks. Would cause livestock to devour other livestock :biggrin.gif:
Evil Spirit - Moderate difficulty. Located in the upper levels of the Nether. Large flying ghast-like creature that would fade in and out of visibility (but not existence). Could only be harmed by gold weaponry. Would use magic-based attacks to harm you.
Drop ideas:
Ghastly Cloak - Chest item (or capes when implemented) that would render the player invisible to all non-boss mobs. Thus the player could not be attacked. Durability would fade over time worn.
Spirit Gem - Allows for instant teleport in and out of the Nether. Would not drop you over lava or other dangers. Would function similar to portals in that you would go to the corresponding spot in the Nether or actual world. Limited use, but could not break in the Nether (to prevent a player from being lost in there).
Grove Guardian - Difficulty similar to Dragon (very difficult). Located in groves, which could be found on any island that was spawned with lots of trees/plants. Would summon hostile livestock and perhaps spiders to attack you, in addition to attacking with vines that would strangle one (but could be attacked to release, faster with swords or axes). A flint and tinder must be used on multiple spots to kill the Guardian. It can heal itself for a small amount.
Drop ideas:
Gem of Life - gives a player the option to revive themselves after death to full health, keeping all items. If they died in lava, it would revive them on the nearest safe ledge. Limited use, probably two at most.
Fertilizer - used on farmland/soil/sand to create a fertilized block of the respective material, which would rapidly increase the growth rate of plants growing on it. Limited use, but enough uses to make it useful.
Herobrine - Naw just kidding.
Grand Eagle - large flying eagle that could be found on top of high mountains or soaring in the sky (in which case it must be reached by building upward). Would be somewhat difficult especially due to the height, but not incredibly so. Could be damaged by any weapon. Would use claw swipes that knock the player back, risking fall damage. Would also use an grab attack in which the bird would grab the player with his talons, slowly rise and then fly to the nearest ledge over a long drop and let them plummet. Could be avoid initially, or by damaging the claws enough before you reach the ledge to escape.
Drop ideas (would probably be in a chest or something to ensure they didn't fall away if it dies in the air):
Talon Claw - weapon equivalent to an iron sword with unlimited or high durability.
Tons of feathers.
Golden Feathers - another idea for air travel. An item that would allow the player to fly while the mouse button is held down. Could not be used if the sky can't be seen. Durability would decay over usage time.
I'm sure I could think up more but I'm done. Those are my somewhat mediocre ideas.
Did you read the description? It specifically states that the bosses are nothing more than unique mobs. They are completely optional. There is no storyline. It's like if someone said, let's add biomes!, and you instantly thought that the world wasn't going to be randomly generated.
thus defines trolling.
seriously, did you even read the post? or do you just hate the idea of adding an optional adventure to the game?
2 words: Been done.
Basically a re-skin of the creeper queen.
If you guys want more info on the creeper queen, look here (you too telekrus)
LOL