"A shrinking potion, yes. A random-effect "maybe-shrinking-maybe-growing" potion, no.
A power level and potion mechanics fitting in line with other vanilla potions., yes. A napolitan ice cream implementation, no.
Potions do one thing, they don't have several effects wrapped up in one item. Also , almost all potions that are extensible, do so with the exact same kind of mechanic: 1 redstone dust.
Originality is taking a new idea, but adding it in a way that doesn't "stand out", as if it belonged there in the first place for the entire time.
So yeah, just keep default vanilla mechanic of most potions: 3 minutes duration, 8 minutes if extended with 1 redstone, 90 seconds if empowered with 1 glowstone. Saying it costs a full block to extend because the effect is so powerful says more that the cost of the main ingredient should be higher and/or the effect nerfed, than about the cost of extending a potion, which should be the same for all potions.
And the effect should focus on the size change ONLY, not on a plethora of sub-effects such as jumping height, movement speed, weapon reach, block-breaking reach, attack strength, mining strength, etc. Even player's own hitbox could be left unchanged.
The only PVP argument I see is that with Shrunk II, fortress defenses would count for less as any shrunk player would need to break only half the blocks to dig a tunnel. Or even "hide or escape" more easily - You could not follow unless you too happen to have a shrinking potion. Well IMHO between carrying Swiftness or Regen or Strength vs carrying Shrinking, IMHO the first set of choices are way more powerful.
If that still bothers you then an easy way to adress this issue is to add a vulnerability to the potion, a way to easily dispel it. Like, if a noteblock plays within hearing range, then it also dispels the Shrunk effect on any player hearing it. That way your fortress can still be fully protected.
One could worry that even in PVE it would make branch mining too easy: branch mining normally reveals 8 new blocks of exposed stone surface when breaking 2 blocks to prolong the tunnel by 1 block. With Shrunk II, digging a single block would reveal 5 new blocks instead. That is a 25% diamond-collecting speed improvement. Very good but not totally game breaking.
Also, you need an original main brewing ingredient. Wether it is a common or rare/costly ingredient would depend on the end effect.
So yeah the idea is obviously quite incomplete here. No support.
Personally, I would find shtinking just enough to enter 1.5 blocks tall spaces to be almost totally useless. Any base I frequent often, would cost way too many of those potions for me to use effectvely as a living area. So it would be only for "spot" special builds. If the world generator spawned true natural smooth stone slabs (using smooth stone texture) and there were many of those around so that sufficiently OFTEN you'd see tunnels that had such passage heights, then yeah, it woul be somewhat useful. But curretly no, so no.
Another thing is I would LOVE the ability to pass under a "slab high" tunnel,too.
So to me the potion should simply directly halve the size.
Shrinking Potion
Main ingredient: 1 Silverfish Scale (rare Silverfish drop)
Shrunk effect Duration 3 minutes.
Player shrunk to half size.
Changes only the following:
- Player size is halved (his collision-hitbox, but definitely NOT his to-be-damaged-hitbox) Thus player can go into 1-high tunnels, but NOT avoid arrow shots easier (for example).
- Camera height is halved (not the "zoom factor" of the entire screen, just the actual camera height - it won't make the world and blocks look gigantic)
- Mining Speed is reduced by 30% (thus, tunneling somewhere in a 1x2 tunnel will be only a little bit faster)
- Player "mass" is reduced by 30% (knockback, leads)
- Swimming is adjusted (for example flowing water counts as if it was double the depth).
Everything else stays as per normal size.
Extended (1 redstone): 8 minutes
Empowered (1 glowstone): 90 seconds and shrunk to 1/4 of normal size (can go into slabs-height tunnels). Mining speed and player mass becomes half of normal."
I think you just completely replaced my suggestion I like your thinking of the potion way more than what i did with mine xD
I edited mine to fix the whole "OP" thing, i never thought of another way around it! I was thinking of Blocks (Emerald Block) More than any Mobs dropping the Ingredient.
A shrinking potion, yes. A random-effect "maybe-shrinking-maybe-growing" potion, no.
A power level and potion mechanics fitting in line with other vanilla potions., yes. A napolitan ice cream implementation, no.
Potions do one thing, they don't have several effects wrapped up in one item. Also , almost all potions that are extensible, do so with the exact same kind of mechanic: 1 redstone dust.
Originality is taking a new idea, but adding it in a way that doesn't "stand out", as if it belonged there in the first place for the entire time.
So yeah, just keep default vanilla mechanic of most potions: 3 minutes duration, 8 minutes if extended with 1 redstone, 90 seconds if empowered with 1 glowstone. Saying it costs a full block to extend because the effect is so powerful says more that the cost of the main ingredient should be higher and/or the effect nerfed, than about the cost of extending a potion, which should be the same for all potions.
And the effect should focus on the size change ONLY, not on a plethora of sub-effects such as jumping height, movement speed, weapon reach, block-breaking reach, attack strength, mining strength, etc. Even player's own hitbox could be left unchanged.
The only PVP argument I see is that with Shrunk II, fortress defenses would count for less as any shrunk player would need to break only half the blocks to dig a tunnel. Or even "hide or escape" more easily - You could not follow unless you too happen to have a shrinking potion. Well IMHO between carrying Swiftness or Regen or Strength vs carrying Shrinking, IMHO the first set of choices are way more powerful.
If that still bothers you then an easy way to adress this issue is to add a vulnerability to the potion, a way to easily dispel it. Like, if a noteblock plays within hearing range, then it also dispels the Shrunk effect on any player hearing it. That way your fortress can still be fully protected.
One could worry that even in PVE it would make branch mining too easy: branch mining normally reveals 8 new blocks of exposed stone surface when breaking 2 blocks to prolong the tunnel by 1 block. With Shrunk II, digging a single block would reveal 5 new blocks instead. That is a 25% diamond-collecting speed improvement. Very good but not totally game breaking.
Also, you need an original main brewing ingredient. Wether it is a common or rare/costly ingredient would depend on the end effect.
So yeah the idea is obviously quite incomplete here. No support.
Personally, I would find shtinking just enough to enter 1.5 blocks tall spaces to be almost totally useless. Any base I frequent often, would cost way too many of those potions for me to use effectvely as a living area. So it would be only for "spot" special builds. If the world generator spawned true natural smooth stone slabs (using smooth stone texture) and there were many of those around so that sufficiently OFTEN you'd see tunnels that had such passage heights, then yeah, it woul be somewhat useful. But curretly no, so no.
Another thing is I would LOVE the ability to pass under a "slab high" tunnel,too.
So to me the potion should simply directly halve the size.
Shrinking Potion
Main ingredient: 1 Silverfish Scale (rare Silverfish drop)
Shrunk effect Duration 3 minutes.
Player shrunk to half size.
Changes only the following:
- Player size is halved (his collision-hitbox, but definitely NOT his to-be-damaged-hitbox) Thus player can go into 1-high tunnels, but NOT avoid arrow shots easier (for example).
- Camera height is halved (not the "zoom factor" of the entire screen, just the actual camera height - it won't make the world and blocks look gigantic)
- Mining Speed is reduced by 30% (thus, tunneling somewhere in a 1x2 tunnel will be only a little bit faster)
- Player "mass" is reduced by 30% (knockback, leads)
- Swimming is adjusted (for example flowing water counts as if it was double the depth).
Everything else stays as per normal size.
Extended (1 redstone): 8 minutes
Empowered (1 glowstone): 90 seconds and shrunk to 1/4 of normal size (can go into slabs-height tunnels). Mining speed and player mass becomes half of normal.
[quote=Ouatcheur;../../../members/Ouatcheur;2450475-new-potion?comment=24]
"A shrinking potion, yes. A random-effect "maybe-shrinking-maybe-growing" potion, no.
A power level and potion mechanics fitting in line with other vanilla potions., yes. A napolitan ice cream implementation, no.
Potions do one thing, they don't have several effects wrapped up in one item. Also , almost all potions that are extensible, do so with the exact same kind of mechanic: 1 redstone dust.
Originality is taking a new idea, but adding it in a way that doesn't "stand out", as if it belonged there in the first place for the entire time.
So yeah, just keep default vanilla mechanic of most potions: 3 minutes duration, 8 minutes if extended with 1 redstone, 90 seconds if empowered with 1 glowstone. Saying it costs a full block to extend because the effect is so powerful says more that the cost of the main ingredient should be higher and/or the effect nerfed, than about the cost of extending a potion, which should be the same for all potions.
And the effect should focus on the size change ONLY, not on a plethora of sub-effects such as jumping height, movement speed, weapon reach, block-breaking reach, attack strength, mining strength, etc. Even player's own hitbox could be left unchanged.
The only PVP argument I see is that with Shrunk II, fortress defenses would count for less as any shrunk player would need to break only half the blocks to dig a tunnel. Or even "hide or escape" more easily - You could not follow unless you too happen to have a shrinking potion. Well IMHO between carrying Swiftness or Regen or Strength vs carrying Shrinking, IMHO the first set of choices are way more powerful.
If that still bothers you then an easy way to adress this issue is to add a vulnerability to the potion, a way to easily dispel it. Like, if a noteblock plays within hearing range, then it also dispels the Shrunk effect on any player hearing it. That way your fortress can still be fully protected.
One could worry that even in PVE it would make branch mining too easy: branch mining normally reveals 8 new blocks of exposed stone surface when breaking 2 blocks to prolong the tunnel by 1 block. With Shrunk II, digging a single block would reveal 5 new blocks instead. That is a 25% diamond-collecting speed improvement. Very good but not totally game breaking.
Also, you need an original main brewing ingredient. Wether it is a common or rare/costly ingredient would depend on the end effect.
So yeah the idea is obviously quite incomplete here. No support.
Personally, I would find shtinking just enough to enter 1.5 blocks tall spaces to be almost totally useless. Any base I frequent often, would cost way too many of those potions for me to use effectvely as a living area. So it would be only for "spot" special builds. If the world generator spawned true natural smooth stone slabs (using smooth stone texture) and there were many of those around so that sufficiently OFTEN you'd see tunnels that had such passage heights, then yeah, it woul be somewhat useful. But curretly no, so no.
Another thing is I would LOVE the ability to pass under a "slab high" tunnel,too.
So to me the potion should simply directly halve the size.
Shrinking Potion
Main ingredient: 1 Silverfish Scale (rare Silverfish drop)
Shrunk effect Duration 3 minutes.
Player shrunk to half size.
Changes only the following:
- Player size is halved (his collision-hitbox, but definitely NOT his to-be-damaged-hitbox) Thus player can go into 1-high tunnels, but NOT avoid arrow shots easier (for example).
- Camera height is halved (not the "zoom factor" of the entire screen, just the actual camera height - it won't make the world and blocks look gigantic)
- Mining Speed is reduced by 30% (thus, tunneling somewhere in a 1x2 tunnel will be only a little bit faster)
- Player "mass" is reduced by 30% (knockback, leads)
- Swimming is adjusted (for example flowing water counts as if it was double the depth).
Everything else stays as per normal size.
Extended (1 redstone): 8 minutes
Empowered (1 glowstone): 90 seconds and shrunk to 1/4 of normal size (can go into slabs-height tunnels). Mining speed and player mass becomes half of normal."
I think you just completely replaced my suggestion
I like your thinking of the potion way more than what i did with mine xD
I edited mine to fix the whole "OP" thing, i never thought of another way around it! I was thinking of Blocks (Emerald Block) More than any Mobs dropping the Ingredient.
May I use this?
Sure, go ahead. By default I consider anything posted on a PUBLIC forum to not be "copyrighted" unless specifically written so lol.
Do try to fix my mistakes though lol. Like, some typos and grammar errors still there (english is not my 1st language) and things like :
> Mining Speed is reduced by 30% (thus, tunneling somewhere in a 1x1 tunnel will be only a little bit faster)
:-)
Completely Re-did the thread. If "Re-did" is a word...
Cool idea! Thought out nicely! But what about a Mega potion?
But still.. Support!
It would seem a little OP to a lot of people, I would prefer it to be able to be used using /effect instead. Plus, it would basically be useless...
I would like this, but I don't think we really need it at the moment. We need to focus on getting the unused potions before we can add any new ones.
I'm white. Not asian.