==Author's Note==
I'm pretty new to forum stuff here, but I just had to share a big idea I had. I searched around and I don't -think- there's anything that even resembles this idea, soooo... if it's too much, I apologize, but it seems like this single idea just has too much content behind it. ^^;
==Reason for Professions==
Now I'm playing multi-player server games, and it's been a blast. But I noticed a couple things. Everybody has the same potential to do anything (makes sense), but there were certain tendencies to do one thing instead of another. Namely, there are those who enjoy exploring, building structures, building art, working with redstone, etc. I personally seem to enjoy gathering materials above ground much more than mining, but that could just be me. What if there's a way to help players doing the things they love? Nothing that will break the game (hopefully), but makes it easier to have a specialty and, more importantly, provide a greater sense of teamwork in server games by utilizing these abilities people will have?
==What Professions do NOT do==
These seem like great ideas, but MUST be kept at low-power. They are not meant to provide actions that are not available to others (no invisible-sneaking Rogues or teleporting Wizards) nor provide equipment that nobody else can use (no gun-wielding Musketeer or potion-making Alchemist). They are to enhance a person's preferred playing style without compromising other actions they may do or the playing style of others.
==Effects of Professions==
Each player may choose to have the benefits of ONLY ONE profession. These will typically enhance existing actions or stats to show the person's specialty. Again, not game-breaking, but a little helpful. My current ideas, in addition to potential alternatives thereof:
=Stat-based Professions=
Acrobat - Jump 1 block higher (not craft-related, more of a mobile explorer)
--Acrobat Alternative - In addition, reduce falling damage (a type of survival)
Runner - Walk 5% faster (If PvP will be a game mode, this would be too powerful, I think)
Sailor - Water has less slow effect, longer time holding breath (Sorta obligatory... probably will be least popular)
Spelunker - Emit light as a torch (for people who get lost easy... may be useless if an item does the same effect)
Stuntman - Take less damage from explosions, fire goes out quicker (another profession based on survival)
=Combat Professions=
Martial Artist - Minor bonus to fist damage, minor bonus to armor when unarmored (...you know somebody will take it)
Ranger - Sees enemy HP above their head (works for both the info on enemy strength AND enemy recognition. May be too powerful)
Survivor - Extra HP gain from food (can't just be +1... weird to be a percent. May go longer before gathering food)
Warrior - Increase durability of all weapons/armor by 10% (for the combat-lovers, may go longer before gathering mats)
--Warrior Alternative - Weapons deals +1 damage (maybe too powerful... maybe less durability? Up for debate)
=Building/Gathering Professions=
Blacksmith - Increase durability of all tools by 10% (great for multi-taskers, extends time between gathering tool mats)
--Blacksmith Alternative - Nearby Furnaces smelt 10% faster (doesn't seem as fun to just stand there doing nothing)
Builder - Build 1 block farther (Now building walls are that much easier! Big for convenience)
Lumberjack - Axe tool is 10% faster (basic ability... honestly, this would be what I'd take >>; )
--Lumberjack Alternative - In addition, Axes have greater combat effects (not as combat-worthy as swords, but better than fists)
Miner - Mine tool is 10% faster (basic ability, might be most popular if people don't care about other effects)
--Miner Alternative - In addition, Picks have greater combat effects (not as combat-worthy as swords, but better than hands)
=Crafting Professions=
Butcher - Gain +1 meat from pigs.
Carpenter - Wood recipes creating multiple new items gains +1 item. (slabs, stairs, fences, etc.)
Craftsman - May craft in inventory with 3x3 space (like a traveling workbench, less need of a homebase)
--Craftsman Alternative - Instead of 3x3, have one of the corners missing. Large items will then still need a workbench, but can still craft 2x3 or 3x2 items.
Farmer - Gain +1 Seeds/Wheat from farming.
Fletcher - Gain +1 Arrow on Arrow Recipes (Too much? Not enough? Maybe apply to more than just arrows?)
Mason - Stone recipes creating multiple new items gains +1 item. (slabs, stairs, includes both stone and cobblestone)
Redstone Crafter - Gain +1 Redstone Torch with recipe (mainly for making more mats for Redstone Repeaters)
--Redstone Crafter Alternative - Gain +1 Redstone Dust from ore (might be more of a miner-based profession...)
Shepard - Gain +1 Wool from sheep.
=Half-Thought Professions=
??? - Tools gain +1 range (thought about making it axes only for lumberjack, but that's too specific)
??? - Gain +1 Dye when mixing Dye colors (no chance to make extra black, white, blue, or green... any way around this?)
Chef - Food recipes creates enhanced food (would require additional items from the same recipes... probably not doable)
Ice Climber - Does not slide on ice, may gather snow without shovel (may be too case-specific, and too much a Nintendo reference =P)
==Gaining Professions==
Unfortunately, I have no good idea to determine how these professions may be gained and/or changed until there is some form of score, experience, or currency in Minecraft. Once it has, it would become more self-intuitive, I think, to allow the freedom to enhance a playing style, keep the option to change one's mind, but not -casually- change from one profession to the next at the whim of the current project the player wishes to do.
Again, I hope this isn't too much info, but it's a thought that I had to share.
Thank you for any and all discussions and hopefully considerations concerning this idea. ^^
I do believe that it should be kept away from being an RPG. It's a blast either because or despite it's current simplicity. That said, I think the main thing that makes an RPG an RPG (other than 'playing a role' >>) is how you have to level up, navigate ability-trees, and otherwise gradually gain your powers through question or battling.
The idea around Professions is a simple one-choice, one ability deal... with the exception of keeping it easy to switch from one profession to another, since that would pretty much defeat the purpose of having an advantage of multiple players with different talents.
Alternatively... most of these abilities could very well be accessible through making unique items, but to have access to a multiple number of these things at the same time would get sorta ridiculous, I think XP
Anything that gives certain player attributes or perks that other players may not have is no good. In minecraft everyone can do everything and that's how it should be. I realize everyone would still be able to do this, but all players should be on an equal ground at all times, the only dividing factor is materials of tools or armor, not some arbitrary perk the game assigns.
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I'm pretty new to forum stuff here, but I just had to share a big idea I had. I searched around and I don't -think- there's anything that even resembles this idea, soooo... if it's too much, I apologize, but it seems like this single idea just has too much content behind it. ^^;
==Reason for Professions==
Now I'm playing multi-player server games, and it's been a blast. But I noticed a couple things. Everybody has the same potential to do anything (makes sense), but there were certain tendencies to do one thing instead of another. Namely, there are those who enjoy exploring, building structures, building art, working with redstone, etc. I personally seem to enjoy gathering materials above ground much more than mining, but that could just be me. What if there's a way to help players doing the things they love? Nothing that will break the game (hopefully), but makes it easier to have a specialty and, more importantly, provide a greater sense of teamwork in server games by utilizing these abilities people will have?
==What Professions do NOT do==
These seem like great ideas, but MUST be kept at low-power. They are not meant to provide actions that are not available to others (no invisible-sneaking Rogues or teleporting Wizards) nor provide equipment that nobody else can use (no gun-wielding Musketeer or potion-making Alchemist). They are to enhance a person's preferred playing style without compromising other actions they may do or the playing style of others.
==Effects of Professions==
Each player may choose to have the benefits of ONLY ONE profession. These will typically enhance existing actions or stats to show the person's specialty. Again, not game-breaking, but a little helpful. My current ideas, in addition to potential alternatives thereof:
=Stat-based Professions=
Acrobat - Jump 1 block higher (not craft-related, more of a mobile explorer)
--Acrobat Alternative - In addition, reduce falling damage (a type of survival)
Runner - Walk 5% faster (If PvP will be a game mode, this would be too powerful, I think)
Sailor - Water has less slow effect, longer time holding breath (Sorta obligatory... probably will be least popular)
Spelunker - Emit light as a torch (for people who get lost easy... may be useless if an item does the same effect)
Stuntman - Take less damage from explosions, fire goes out quicker (another profession based on survival)
=Combat Professions=
Martial Artist - Minor bonus to fist damage, minor bonus to armor when unarmored (...you know somebody will take it)
Ranger - Sees enemy HP above their head (works for both the info on enemy strength AND enemy recognition. May be too powerful)
Survivor - Extra HP gain from food (can't just be +1... weird to be a percent. May go longer before gathering food)
Warrior - Increase durability of all weapons/armor by 10% (for the combat-lovers, may go longer before gathering mats)
--Warrior Alternative - Weapons deals +1 damage (maybe too powerful... maybe less durability? Up for debate)
=Building/Gathering Professions=
Blacksmith - Increase durability of all tools by 10% (great for multi-taskers, extends time between gathering tool mats)
--Blacksmith Alternative - Nearby Furnaces smelt 10% faster (doesn't seem as fun to just stand there doing nothing)
Builder - Build 1 block farther (Now building walls are that much easier! Big for convenience)
Lumberjack - Axe tool is 10% faster (basic ability... honestly, this would be what I'd take >>; )
--Lumberjack Alternative - In addition, Axes have greater combat effects (not as combat-worthy as swords, but better than fists)
Miner - Mine tool is 10% faster (basic ability, might be most popular if people don't care about other effects)
--Miner Alternative - In addition, Picks have greater combat effects (not as combat-worthy as swords, but better than hands)
=Crafting Professions=
Butcher - Gain +1 meat from pigs.
Carpenter - Wood recipes creating multiple new items gains +1 item. (slabs, stairs, fences, etc.)
Craftsman - May craft in inventory with 3x3 space (like a traveling workbench, less need of a homebase)
--Craftsman Alternative - Instead of 3x3, have one of the corners missing. Large items will then still need a workbench, but can still craft 2x3 or 3x2 items.
Farmer - Gain +1 Seeds/Wheat from farming.
Fletcher - Gain +1 Arrow on Arrow Recipes (Too much? Not enough? Maybe apply to more than just arrows?)
Mason - Stone recipes creating multiple new items gains +1 item. (slabs, stairs, includes both stone and cobblestone)
Redstone Crafter - Gain +1 Redstone Torch with recipe (mainly for making more mats for Redstone Repeaters)
--Redstone Crafter Alternative - Gain +1 Redstone Dust from ore (might be more of a miner-based profession...)
Shepard - Gain +1 Wool from sheep.
=Half-Thought Professions=
??? - Tools gain +1 range (thought about making it axes only for lumberjack, but that's too specific)
??? - Gain +1 Dye when mixing Dye colors (no chance to make extra black, white, blue, or green... any way around this?)
Chef - Food recipes creates enhanced food (would require additional items from the same recipes... probably not doable)
Ice Climber - Does not slide on ice, may gather snow without shovel (may be too case-specific, and too much a Nintendo reference =P)
==Gaining Professions==
Unfortunately, I have no good idea to determine how these professions may be gained and/or changed until there is some form of score, experience, or currency in Minecraft. Once it has, it would become more self-intuitive, I think, to allow the freedom to enhance a playing style, keep the option to change one's mind, but not -casually- change from one profession to the next at the whim of the current project the player wishes to do.
Again, I hope this isn't too much info, but it's a thought that I had to share.
Thank you for any and all discussions and hopefully considerations concerning this idea. ^^
The idea around Professions is a simple one-choice, one ability deal... with the exception of keeping it easy to switch from one profession to another, since that would pretty much defeat the purpose of having an advantage of multiple players with different talents.
Alternatively... most of these abilities could very well be accessible through making unique items, but to have access to a multiple number of these things at the same time would get sorta ridiculous, I think XP