This idea is to make a whole bunch of minor improvements for Zombie Sieges:
Add a "boss bar" similar to a raid.
Being in a village when a siege ends earns an advancement.
Killing at least one zombie of a siege earns an advancement, and gives the player Hero of the Village I for 40 minutes when the siege ends.
Ringing a village's bell makes zombies which are part of the siege to glow.
/gamerule zombiesPerSieges <count> to control how many zombies are spawned per siege, 0 to disable them entirely..
For all zombie variants spawned by the siege, it should have a chance to spawn as a Zombie Horse Jockey, or if it's a Baby Zombie, a Baby Zombie Horse Jockey. The Zombie Horse or Baby Zombie Horse does not count as part of the Siege, since they're a passive mob.
For all zombie variants spawned by the siege, it should have a chance to spawn as a Zoglin Jockey, or if it's a Baby Zombie, a Baby Zoglin Jockey.
Baby Zombies spawned as part of the siege should have a chance to spawn as either Zombie Rabbit Jockeys or Killer Rabbit Jockeys.
Zombie Rabbits might spawn as part of the siege even without a rider.
Zombie rabbits, if added, would have similar shape and movement to normal rabbits, but would be much greener, burn in sunlight, are harmed by healing potions, and basically share as many behaviors as reasonable with Zombies. Unlike normal Zombies, they would attack and zombify baby villagers and rabbits, but not normal villagers. They don't pick up items, not even helmets.
This idea is to make a whole bunch of minor improvements for Zombie Sieges:
Add a "boss bar" similar to a raid.
What would this measure? (Fraction of spawned seige zombies remaining? If yes, how would reinforcement zombies be counted? (And reinforcements spawned from reinforcements?))
Being in a village when a siege ends earns an advancement.
Indifferent, I don't see 'advancements' as an important part of the game…
Killing at least one zombie of a siege earns an advancement, and gives the player Hero of the Village I for 40 minutes when the siege ends.
Indifferent, see supra. Given that defeating a raid earms 40m of HotV, defeating a seige should be worth 5-10, Maybe.
Ringing a village's bell makes zombies which are part of the siege to glow.
For how long? Would this include reinforcement zombies? And/or reinforcements spawned from reinforcements?
/gamerule zombiesPerSieges to control how many zombies are spawned per siege, 0 to disable them entirely..
With what upper limit? (This could open an exploitable opportunity for farming zombies that outstrtips spawners)
Would this limit also affect reinfocement spawns?
A gamerule to disable seiges is likely to be welcomed by some and decried by others; the ratio being uncertain.
For all zombie variants spawned by the siege, it should have a chance to spawn as a Zombie Horse Jockey, or if it's a Baby Zombie, a Baby Zombie Horse Jockey. The Zombie Horse or Baby Zombie Horse does not count as part of the Siege, since they're a passive mob.
What is a "Zombie Horse Jockey"? and what are its stats and behaviors? (Assumption is that this is based on the skeleton horsemen spawned from a skeleton horse trap.) Given that zombies do not have a ranged attack, what benefit (other than increasing the supply of skeleton horses)
For all zombie variants spawned by the siege, it should have a chance to spawn as a Zoglin Jockey, or if it's a Baby Zombie, a Baby Zoglin Jockey.
Stats and behaviors needed for meaningful discussion.
Baby Zombies spawned as part of the siege should have a chance to spawn as either Zombie Rabbit Jockeys or Killer Rabbit Jockeys.
Explanation of jockey behaviors needed [Note this is the third (& fourth) type of jockey proposed to be added to a seige; the comparative emphsis on calvery opens the idea that a second type of seige spawned under considerably more restrictive conditions might be a better way to implment this jockey heavy approach.]
Zombie Rabbits might spawn as part of the siege even without a rider.
See supra and below
Zombie rabbits, if added, would have similar shape and movement to normal rabbits, but would be much greener, burn in sunlight, are harmed by healing potions, and basically share as many behaviors as reasonable with Zombies. Unlike normal Zombies, they would attack and zombify baby villagers and rabbits, but not normal villagers. They don't pick up items, not even helmets.
How they do not "basically share as many behaviors as reasonable with Zombies" needs full detailing.
Would these spawn outside of sieges? If so, how so?
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
This idea is to make a whole bunch of minor improvements for Zombie Sieges:
Zombie rabbits, if added, would have similar shape and movement to normal rabbits, but would be much greener, burn in sunlight, are harmed by healing potions, and basically share as many behaviors as reasonable with Zombies. Unlike normal Zombies, they would attack and zombify baby villagers and rabbits, but not normal villagers. They don't pick up items, not even helmets.
I support this, nothing more to say.
Comments/questions interpolated