Currently battle in minecraft is poetically simplistic. Don't get me wrong neither I nor this post seeks to make fighting inminecraft complicated. All I will be adding is simply a five skill combat system that's can be used entirely with your mouse.
It features three classes each with two choices of weapons (perhaps more later on) and eight skill trees which you may mix and max to create a perfect combo.
Basics:
This combat overhaul will change two basic features of combat:
You will be nor knockbacked nor invincible after being hit.
Neither you nor the mobs will not attack instantly, both the animation, and the rate of the attack will be slowed. So there is a slight delay before and after attacking.
I plan on adding three weapons. The Swords (Warriors) The Spears (Sentinels) and The Daggers (Assassins) your average three classes. The reason why they have a class name instead of just the weapon is because weapons come in kits, holding numerous weapons.
Here are quick summaries: The Warrior
The Warrior kit can hold a sword, ideal for dueling and a good all situation weapon or a sword and shield good for holding mobs at bay or protecting your self from massive attacks.
The warrior starts with a sword. It is a trusty and reliable weapon as it can quickly switch from defense to offense and has knock back abilities and a good block. The single sword is the most reliable weapon when alone and can work well in groups.
If the warrior wishes to change he receives a tower shield. He focuses on blocking incoming blows and taunting mobs while his friends pick them off, he also still has the sword which has slightly lower attack rate. He is ideal to guard doors or to protect team mates.
The Sentinel
Sentinels act as a support class, however they can still be deadly on their own, they are the only class whom has natural knock back on hit (although the knockback is not strong enough to keep a mob away, they will eventually reach you) They also have a longer reach than other weapons, however both their weapons have severe penalties if their target is very close.
Sentinels start with a spear a weapon that attacks everything within a 15 degree angle, although not very impressive that means he can pierce through multiple opponents dealing a high amount of damage. He can also quickly push back masses of enemies and quickly push spiders off of themselves or allies.
If Sentinels change weapons they receive a claymore sword. It hacks everything within a 90 degree angle although it's range is slightly shorter and the damage is slightly lower he can be used to help overwhelmed assassins or to quickly dispatch of a large amount of mobs.
The Assassin
Assassin's main characteristic is that they lack both knock back abilities and cannot block. That means they can only avoid hits by dashing and cannot defend a spot. However they have a near constant attack due to their duel weapons (making blocking almost useless against them) dealing little damage with each hit but have a higher dps over all.
Assassins start with duel daggers. They have very little chance to deal a critical strike from the front but back stabs are guaranteed criticals. They work usually need to rely on a distraction but they are key to the team to be able to kill key important targets such as healers or archers.
If an Assassin wishes to switch he receives a rapier and a parrying dagger. They now have normal critical hit chance, (except from the back which is now a very high critical hit chance) They have a fairly higher dps at the cost of some maneuverability. They are now more hardy but still aren't made for fighting masses.
Skills
These were though over however I have yet to fine tune the skills with the delays before and after attacks and what the damage should be. There are five skills slots. Each slot is usually one type of skill, however Swords for example don't have a maneuverability ability so it is diverse) One represents average attacks, Two represents an ability to protect yourself, three and four are diverse and five is an ability to aid mobility. In order activated with
left click, right click, left click then right click, right click then left click, both mouse buttons at the same time. On the level up skill tree, there are two trees each one leading up to a new weapon, you may have a combination of each tree however the skills have bonuses for the more points you put in their tree. There are also passive abilities. (I have yet to add cooldown, delay after is just how much time you wait before attacking again)
You may also find skills in dungeon chests. These skills tend to be more magical.
Starter moves for classes:
Warrior skills:
Name: Slash
Occupation: 1
Description: Your run of the mill slash, deals moderate damage
Delay Before: Short-Medium
Delay After: Medium-Long
Name: Sword Block
Occupation: 2
Description: Blocks everything within a 90 degrees with a sword. Can take three hits before your defense goes down you regenerate one hit every second. Pushes user back slightly when hit.
Delay Before: Very Short
Delay After: Delay after Short if no longer held Long if broken by attacks.
Name: Pommel Strike
Occupation: 3
Description: Switches the sword backwards and knocks the target backwards
Delay Before: Long
Delay After: Long
Name: Charged strike
Occupation: 4
Description: Hits the target with a guaranteed critical.
Delay Before: Long
Delay After: Long
Name: Taunt
Occupation: 5
Description: Shoots (yes like a bow) a taunt or tricks the enemy into thinking the user is defenseless. Note an mob. can only be taunted once, except for "elite" mobs which have a one minute wait time. When used on a player he will automatically look towards the skill user and deal reduced damage on everything else.
Delay Before: None
Delay After: Very small
Sentinel Skills:
Name: Stab
Occupation: 1
Description: Stabs at the foe hitting every mob within a 15 degree radius.
Delay Before: Short
Delay After: Medium-Long
Name: Block
Occupation: 2
Description: Blocks one attack within a 90 degree radius then breaks. User is pushed back slightly.
Delay Before:
Delay After: Very short if defense goes down manually short if broken.
Name: Charge
Occupation: 3
Description: Puts spear forward hitting and pushing aside any on who comes into range much like sword block will break after ten people are hit. The user may choose to stand still when doing this. Dealing less damage and not pushing mobs back.
Delay Before: Short
Delay After: Medium
Name: Spin
Occupation: 4
Description: You spin around quickly dealing damage to all mobs around you.
Delay Before: short
Delay After: Very long.
Name: Grapple
Occupation: 5
Description: You grapple a mob and drag him towards you. You may also grapple blocks.
Delay Before: Very short
Delay After: Medium
Assassin's Skills
Name: Stab
Occupation: 1
Description: Stabs dealing little damage but critical damage is very high.
Delay Before: Short
Delay After: Short
Name: Parry
Occupation: 2
Description: If a mob is about to attack parry can be used to throw them off guard and dealing a critical hit. If they were not attacking it is a normal strike (With the longer delay after)
Delay Before: None
Delay After: Medium-Long
Name: Knife Toss
Occupation: 3
Description: Tosses one of the knives (halving damage and attack rate) but dealing high damage. You can pick the knife back up and no one else my grab it.
Delay Before: Short
Delay After: Very short
Name: Assassination
Occupation: 4
Description: Deals very little damage from front and sides but if hit from the back deals very high damage and a guaranteed critical.
Delay Before: Very long
Delay After: Very short
Name: Shadow Form
Occupation: 5
Description: The user turns into a ball of smoke that can fly and moves quickly, however he cannot leave five blocks away from where he used shadow form and cannot stay for more than four seconds.
Delay Before: Very short
Delay After: None
Passive abilities: (I indicates how many points you can put in it)
Acrobatics III (assassins get II for free): I Let's you dash, II decreases delay after dashing, II increases dash speed (not range) and you can dash through mobs and people.
Mob changes:
Of course all mobs must now make an attacking animation. They also now only turn at the speed of walking. This would make no difference usually but if you dash it may.
Zombies: if you are within the closest you may possibly be to it. The zombie jump onto your head slowing you down by two thirds of your speed and dealing damage to you every second. (Lower than usual) They must be knocked off or killed.
Spiders: Spiders may occasionally charge a leap, this overrides the zombie's ability and he will push you onto the ground (sleeping position). In three seconds covers he in webs keeping you from moving or attacking. You may attempt to struggle out by repeatedly pressing space. The spider does not take fall damage if they fall because of their leap, you do however. You may not block their leap however knocking them back will save you.
I understand this is far from complete but I think it is nice to have this considered as it would make combat a lot more dynamic. If this ever gets added I don't expect it to come before the game exits beta. I hope you enjoyed it. If you have any ideas for skills or complaints about balance please do.
WHEN IS THIS AVAILABLE!!!!!!!!!!!!!!!!!!!!!! :ohmy.gif:
I see a fairly bright future for this thread with the coming added combat features, though I don't expect it within the beta of minecraft, I'll be more than glad to put this on get satisfaction if this is welcomed well in this forum. Excuse my English I'll re-write anything that is not understood.
My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
It features three classes each with two choices of weapons (perhaps more later on) and eight skill trees which you may mix and max to create a perfect combo.
Basics:
This combat overhaul will change two basic features of combat:
You will be nor knockbacked nor invincible after being hit.
Neither you nor the mobs will not attack instantly, both the animation, and the rate of the attack will be slowed. So there is a slight delay before and after attacking.
I plan on adding three weapons. The Swords (Warriors) The Spears (Sentinels) and The Daggers (Assassins) your average three classes. The reason why they have a class name instead of just the weapon is because weapons come in kits, holding numerous weapons.
Here are quick summaries:
The Warrior
The Warrior kit can hold a sword, ideal for dueling and a good all situation weapon or a sword and shield good for holding mobs at bay or protecting your self from massive attacks.
The warrior starts with a sword. It is a trusty and reliable weapon as it can quickly switch from defense to offense and has knock back abilities and a good block. The single sword is the most reliable weapon when alone and can work well in groups.
If the warrior wishes to change he receives a tower shield. He focuses on blocking incoming blows and taunting mobs while his friends pick them off, he also still has the sword which has slightly lower attack rate. He is ideal to guard doors or to protect team mates.
The Sentinel
Sentinels act as a support class, however they can still be deadly on their own, they are the only class whom has natural knock back on hit (although the knockback is not strong enough to keep a mob away, they will eventually reach you) They also have a longer reach than other weapons, however both their weapons have severe penalties if their target is very close.
Sentinels start with a spear a weapon that attacks everything within a 15 degree angle, although not very impressive that means he can pierce through multiple opponents dealing a high amount of damage. He can also quickly push back masses of enemies and quickly push spiders off of themselves or allies.
If Sentinels change weapons they receive a claymore sword. It hacks everything within a 90 degree angle although it's range is slightly shorter and the damage is slightly lower he can be used to help overwhelmed assassins or to quickly dispatch of a large amount of mobs.
The Assassin
Assassin's main characteristic is that they lack both knock back abilities and cannot block. That means they can only avoid hits by dashing and cannot defend a spot. However they have a near constant attack due to their duel weapons (making blocking almost useless against them) dealing little damage with each hit but have a higher dps over all.
Assassins start with duel daggers. They have very little chance to deal a critical strike from the front but back stabs are guaranteed criticals. They work usually need to rely on a distraction but they are key to the team to be able to kill key important targets such as healers or archers.
If an Assassin wishes to switch he receives a rapier and a parrying dagger. They now have normal critical hit chance, (except from the back which is now a very high critical hit chance) They have a fairly higher dps at the cost of some maneuverability. They are now more hardy but still aren't made for fighting masses.
Skills
These were though over however I have yet to fine tune the skills with the delays before and after attacks and what the damage should be. There are five skills slots. Each slot is usually one type of skill, however Swords for example don't have a maneuverability ability so it is diverse) One represents average attacks, Two represents an ability to protect yourself, three and four are diverse and five is an ability to aid mobility. In order activated with
left click, right click, left click then right click, right click then left click, both mouse buttons at the same time. On the level up skill tree, there are two trees each one leading up to a new weapon, you may have a combination of each tree however the skills have bonuses for the more points you put in their tree. There are also passive abilities. (I have yet to add cooldown, delay after is just how much time you wait before attacking again)
You may also find skills in dungeon chests. These skills tend to be more magical.
Starter moves for classes:
Warrior skills:
Name: Slash
Occupation: 1
Description: Your run of the mill slash, deals moderate damage
Delay Before: Short-Medium
Delay After: Medium-Long
Name: Sword Block
Occupation: 2
Description: Blocks everything within a 90 degrees with a sword. Can take three hits before your defense goes down you regenerate one hit every second. Pushes user back slightly when hit.
Delay Before: Very Short
Delay After: Delay after Short if no longer held Long if broken by attacks.
Name: Pommel Strike
Occupation: 3
Description: Switches the sword backwards and knocks the target backwards
Delay Before: Long
Delay After: Long
Name: Charged strike
Occupation: 4
Description: Hits the target with a guaranteed critical.
Delay Before: Long
Delay After: Long
Name: Taunt
Occupation: 5
Description: Shoots (yes like a bow) a taunt or tricks the enemy into thinking the user is defenseless. Note an mob. can only be taunted once, except for "elite" mobs which have a one minute wait time. When used on a player he will automatically look towards the skill user and deal reduced damage on everything else.
Delay Before: None
Delay After: Very small
Sentinel Skills:
Name: Stab
Occupation: 1
Description: Stabs at the foe hitting every mob within a 15 degree radius.
Delay Before: Short
Delay After: Medium-Long
Name: Block
Occupation: 2
Description: Blocks one attack within a 90 degree radius then breaks. User is pushed back slightly.
Delay Before:
Delay After: Very short if defense goes down manually short if broken.
Name: Charge
Occupation: 3
Description: Puts spear forward hitting and pushing aside any on who comes into range much like sword block will break after ten people are hit. The user may choose to stand still when doing this. Dealing less damage and not pushing mobs back.
Delay Before: Short
Delay After: Medium
Name: Spin
Occupation: 4
Description: You spin around quickly dealing damage to all mobs around you.
Delay Before: short
Delay After: Very long.
Name: Grapple
Occupation: 5
Description: You grapple a mob and drag him towards you. You may also grapple blocks.
Delay Before: Very short
Delay After: Medium
Assassin's Skills
Name: Stab
Occupation: 1
Description: Stabs dealing little damage but critical damage is very high.
Delay Before: Short
Delay After: Short
Name: Parry
Occupation: 2
Description: If a mob is about to attack parry can be used to throw them off guard and dealing a critical hit. If they were not attacking it is a normal strike (With the longer delay after)
Delay Before: None
Delay After: Medium-Long
Name: Knife Toss
Occupation: 3
Description: Tosses one of the knives (halving damage and attack rate) but dealing high damage. You can pick the knife back up and no one else my grab it.
Delay Before: Short
Delay After: Very short
Name: Assassination
Occupation: 4
Description: Deals very little damage from front and sides but if hit from the back deals very high damage and a guaranteed critical.
Delay Before: Very long
Delay After: Very short
Name: Shadow Form
Occupation: 5
Description: The user turns into a ball of smoke that can fly and moves quickly, however he cannot leave five blocks away from where he used shadow form and cannot stay for more than four seconds.
Delay Before: Very short
Delay After: None
Passive abilities: (I indicates how many points you can put in it)
Acrobatics III (assassins get II for free): I Let's you dash, II decreases delay after dashing, II increases dash speed (not range) and you can dash through mobs and people.
Mob changes:
Of course all mobs must now make an attacking animation. They also now only turn at the speed of walking. This would make no difference usually but if you dash it may.
Zombies: if you are within the closest you may possibly be to it. The zombie jump onto your head slowing you down by two thirds of your speed and dealing damage to you every second. (Lower than usual) They must be knocked off or killed.
Spiders: Spiders may occasionally charge a leap, this overrides the zombie's ability and he will push you onto the ground (sleeping position). In three seconds covers he in webs keeping you from moving or attacking. You may attempt to struggle out by repeatedly pressing space. The spider does not take fall damage if they fall because of their leap, you do however. You may not block their leap however knocking them back will save you.
I understand this is far from complete but I think it is nice to have this considered as it would make combat a lot more dynamic. If this ever gets added I don't expect it to come before the game exits beta. I hope you enjoyed it. If you have any ideas for skills or complaints about balance please do.
Checking already gives you 25% addiction.
I see a fairly bright future for this thread with the coming added combat features, though I don't expect it within the beta of minecraft, I'll be more than glad to put this on get satisfaction if this is welcomed well in this forum. Excuse my English I'll re-write anything that is not understood.
Yes this was a sort of bump.
Checking already gives you 25% addiction.
Uhhmmmm... Parrying is sorta existant??
Overall,
No support
~yoshi9048
My best suggestion:
Mobs actually being varied???
Yeah, this thread you graverobbed from 2011 is a quite a dead concept indeed.
This necro'd thread is 3 years old, and the OP hasn't been active since 2012. So it probably won't ever be made simpler.
The Unofficial Suggestion Guide - Everything you need to know to not make goofy mistakes in a suggestion! Honestly though, you should really go there.