The concept is quite simple. Your fall damage would differ depending on what kind of surface you land on.
Say for instance, you jump from 10 blocks high onto a stone floor, you'd take 3 hearts damage (this isn't real info I'm just making an example). But if you jumped from 10 blocks high onto a wool floor, you'd take no damage. Since wool is soft and cushy, it wouldn't hurt you, as much. You'd still die if you jumped from really high up.
Same would go for sand. It wouldn't be as cushy as wool, but you'd take less damage falling onto it then stone.
From hardest to least hardest (not counting unobtainable blocks)
All types or ore and stone types (most damage dealt if landing on it)
Wool (least amount of damage if landing on it)
This would be pretty cool and as for the coding it wouldn't be too bad. It more just the implementation of an overloaded method that is assigned to the action of landing on a block and it returns the damage ratio. That way you can also have spring boards that send you back up after landing on them. But I haven't looked at the block class.
Verrrrrrry smart, but i do not think this will come for a while, because it would probably require a lot of coding.
Nope, not that much, I would start if MCP reobsfucated for me (I'm hoping it's as easy as creating hardness)
Anyways, this suggestion has been suggested before (I've seen it with my own two eyes) it's even on Majongs *Get Satisfaction* Page,since this has already been suggested it probably means you didn't search (or you didn't search well enough) which means this thread is breaking the rule
In the end that means that I'm going to have to report this thread