This is some ideas I really need to say or suggest that I think would be great to add to the combat update that mojang is currently working on that I believe would be fun while fitting within the game nicely. Each Idea should be considered it own separate suggestion and are by no means suppose to interact with each other so for one idea isn't meant to add to another. Please tell me if any of these sound too moddy, which I'm sure mojang doesn't want. Also I have terrible grammar, so apologies in advance. Also I don't expect any of these to get in, so I won't be too butt hurt about people not liking, though feed back would be nice!
My first idea is a new weapon type, Crossbows!
This idea I can tell is probably suggested before but I like the idea and I want to give my two cents on how it should be done
The Crafting recipe first off should be a bow with two sticks in a "L" shape with the bow being on top with the two sticks horizontally below it.
Crossbows don't need a charge time to fire, but doesn't shoot as far now as damaging, but can fire faster and have different types of enchantments.
Arrows should travel at most 10 to 15 blocks when shooting completing straight forward and have a faster falling ark compared to the bow.
Enchantments could be
1 - Multi-Shot (two levels of strength) This is the crossbow's replacement of infinite and it shots out 3 arrows in one shot (requiring only 1) in a fanning out pattern. The arrows can't be picked up but you get essentially 3 arrows in one. Level 2 gives you 5 arrows in one shot! again, can't pick them up.
2 - Rapid-Shot (Also two levels of strength) The crossbow's replacement for the power enchantment. This is pretty straight forward, faster shots, higher level = faster shots. (note can't be stacked with Multi-Shot)
That's all I can personally think of for enchantments for crossbows, suggest some for yourself when replying if you can think of some!
My next idea is MAGIC!
(yes it sounds moddy but I tried my best to make this idea work, hopefully you agree with me)
First is how you get the magic
To get magic, you have to get a magic book, how you get a magic book? Well, first you need to enchant the book. Lets say you got Fire aspect 2, then you place your book in your back into the enchanting table and it'll show selection of different of your possible spell on the side where the enchantments are usually at and since we only have Fire aspect 2 it'll show only one thing. You click it (requires only lapis for this no levels...yet) and boom you get a spell book! Depending on your enchantments on the book effects what spells you can get. You cast spells by having them in your hand and right clicking.
The overall strength of the spell should be some what powerful but one thing that they require when using them is EXP! I think this will fit lore wise because enchanting is quite magic and that is literally what exp is only used for and spells are magical. More powerful the spell more exp it requires! The little notches you see in you exp bar is what the spell consumption will be based on. Weaker spells will only require one or two and it will say it when you hover over the book in your inventory. Stronger spell might require up to half or entire level to cast but does massive damage!
This will prevent spamming of power attacks and people love to enchant tools and exp becomes harder to come by after lv15 so it limits your use of these great spells. The lapis requirement could be more than three and be up to half a stack to convert the book to a spell book.
Not all enchantments should turn into spells but here are some ideas for current enchantments for their spell equivalents. And to prevent miss-clicks, to get the selection of spells, you have to take the book out first after enchanting and back in to the get the spell selection.
Sharpness - When cast sends out a spell called Spike, that shoots a spike at the target that shoots slightly farther than normal range and gets more powerful with stronger a sharpness
Fire Aspect - This spell shoots out a fire ball that catches the target on fire, Acts as similar to a fire charge and catches blocks on fire. Fire aspect 2 cause fire damage on impact with the target being on fire longer. Deals no damage to blazes and less damage to anything in water. Also Cause creepers fuse to exploding at near 0 so don't be near them. Spell is called... Fire ball
Knockback - Causes a boom of air to push back entities and deals damage if its level 2 knockback. Spell name is Force wave (not a good name personally so reply if you can think of a better one!)
Power - Doesn't make a spell on its own but powers up the effect of spells if combined with other enchantments, but makes the spell need more exp. It will add the word "Boosted" to the name of the spell.
Efficiency - doesn't make a spell similar to power but gives spells a different boost in effect, like fire aspect will have a better damaging burn (deals the fire will burn you twice as quick) If it was power it would have given the damage on impact on the first level or make it deal more damage on impact on later levels to make the difference clear. Though like power, will also increase the exp cost and its stack able with power but the exp cost would be huge. It would add the the symbol "+" at the end of the name.
Combination ideas that make spells (you need to have a book with all of the enchantments to get these and I can see these being defiantly too moddy to some.)
Power + Knockback + Fire Aspect - This will make an explosion spell! This spell won't damage blocks but have as much impact as tnt in damage. the big draw back when it comes to this spell is that it cost a wopping whole 2 levels to cast and it can hurt you too if your two close. The range of damage is as much as a potion. This spell can only be stacked with Power which makes it cost 5 levels and deals 50% more damage. This spell I can see being over powered if it didn't the high level cost, it might have to risen higher it my opinion, but its still has to be usable
Fire Aspect + Sharpness - This create a fire variant of the Spike spell that adds fire damage and catches things on fire with fire aspect 2.
That's all I have for now for spells. I think this would be the least likely to be added since its well MAGIC, but I hope I made it at least balanced and fit some what within minecraft's preexisting lore. Please reply with your ideas how magic can be implemented into the game or what needs to be changed with this suggestion of magic.
Last idea I have is New Enchantments!
(these in my opinion would be the most likely to be added)
1 - magnet pockets (needs a better name) - This is a leggings enchantment which makes you able to pick up items from farther distances. Higher level = further distance.
2 - Ice Aspect - this gives an ice element to your sword (exclusively for your sword) which freezes enemies and gives an ice aspect to your damage. This also adds a new status condition called "Frozen" Frozen makes you move slower, blazes/magma cubes take damage similar to poison but will kill them and creepers fuse will slow down. Other mobs have different effects from frozen like Enderman will have shorter teleporting range and skeletons can't be frozen since they have no muscles to freeze. Frozen 2 is the highest level without commands. The enchantment like fire aspect has two levels 1 and 2. 1 gives you a chance to freeze the target with a rare Frozen 2 and level 2 gives you guaranteed frozen one and targets (except skeletons of course) and gives you a higher chance for frozen 2.
3 - Lucky Shot - this is the bow's "looting" enchantment....and that's it, just looting for bow like how power is to sharpness.
4 - Spike Block - This will give sword's block a thorns effect that you see on chest pieces when blocking. Like thorns, this causes swords to take more damage per hit you receive but damages the thing mob/player that hit you.
That's all I have for now to suggest for the new combat update. Like I said at the top I don't expect anything I suggest to get in nor are the ideas I suggested are interconnecting. So the enchantment idea is separate from the magic idea for example. Please reply if you have any ideas that could make these better or more likely to be added to vanilla and I hope you guys have a great day.
Not sure if I like the magic idea, Minecraft would need to be a lot more MMO'ey for that to make any sense. But I love the idea of combining enchantments to get certain effects. Like say you have a flame bow with power on it as well every shot you fired would have a chance at a small explosion.
Well, I'm not talking about guns, but I do appreciate the appreciation for my explanation. I wished some people who replied to explain why it doesn't fit and wouldn't assume that I'm bad at bows, its kinda mean.
Ah please don't misunderstand. The 'guns' thing is a catchall. It's feels like for every 5 suggestions threads, 3 of them seem to be "please give us guns the bow sucks" or something along those lines. Your particular thread actually gave thought out reasons for your suggestions, so I'm not lumping it with the others.
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You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator.
okay thanks, but I still don't see why we can't have crossbows, Guns I can see being a mod only thing. I do like Bows btw, that's why I say crossbows should be short range and which in real life they usually are.
okay thanks, but I still don't see why we can't have crossbows
Because it's just another sprite that fires arrows. It's not really all that interesting, and the stats are just scale-tipped compared to the bow. That "multi-shot" enchantment wouldn't work, because when players/mobs get damaged, they get a brief moment of invulnerability before they can be damaged again, so as soon as the first arrow hits, the others become useless wastes. The "rapid fire" enchant sort of falls in the same complaint.
Magic is another of one of those cliche ideas that's not so popular here. We already have enchantments as our magic. It's just redundant to have one and then the other of the same thing with a slightly different coat of paint.
The "Magnet Pockets" enchantment I kind of like (thought I think just the name "Magnet" would fit a bit better), but this could be a slight issue when attracting nearby items you might not want to attract. "Ice Aspect" is just overpowered, anything that freezes a mob/player is overpowered, and it makes Slowness potions useless. "Lucky Shot" is alright. "Spike Block" is also not bad, but I don't see too big of a reason to copy thorns to the sword.
So... maybe like 20% support?
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Yeah, that guy in the avatar is me. I'm *that* strange. It happens. Sometimes people act like that. Just go with it. I can offer help with suggestions even before you post them - NOT make your suggestions - but help you with them.
You misunderstood what Multi-shot was for, it is meant for hitting a lot of targets around you at once, and I can see why it might be redundant for having another "bow" item but I have to disagree with magic being that. The ice aspect could be really over powered thanks for pointing that out. For the Spike block, it should do more damage than thorns when in effect but since you need to block its not always active. I should have mention that in my explanation.
Thanks for taking your time in critiquing my ideas, I hope the ideas you did like would get into the game!