(5/3/2012): Added concept arts by me, I am doing the concept art for fun, and might be doing them for all fighter types, as I have realized this thread lacked pictures. I also added shop system for a way to make gold coins for shopping at villages and hiring fighters. (4/28/2012): Added NPC village types. And:
It should Change the limit on number of testificates that can be in a house. I find it stupid that they all crowd into one house in one corner playing with one door. There should be a limit to the amount of testificates per house, e.g. testificates will not hide in a house that already has 3 testificates inside. This way you need to build more houses.
Also uploaded a pictures. More pictures to come.
(4/27/2012): Added weapon/armor stalls. Tell me if it is good. Servant mobile storage is removed, because I prefer pull carts as mobile storage. (3/x/2012): There should be outlaw testificate camps scattered throughout minecraft. These camps have chests and a campfire.
You can kill them for loot or hire them. If you open their chest without killing or hiring them, they will attack you.
"Day in and day out, we are attacked by literally stinking zombies. If its not the physical hits that kills you, its their stinking stench. Every morning, rotten meats litter the streets. Someone has got to get rid of them. We can't just keep hiding in our homes and squeezing a clothespin against our nostrils. Not to mention the children, think of the children! Nancy's daughter was butchered by a zed last night! We have had enough, we need to rise up in arms! I find it funny how our ancestors never thought of fighting back." -Andy, the Mayor of Testificate Town.
I know what you're thinking, you're thinking that testificates are supposed to be pacifist. Well yes they generally are, a great percentage as a matter of fact in the case of this suggestion. However, some testificates will take up arms. They are non-pacifist, which include outlaws and testificate fighters who defend villages along with iron golems.
Onto the Suggestion:
Firstly, dual wielding should be universal in the game by now, then here is my suggestion for what comes next:
I want testificate warriors you can hire with gold, thus you get testificate warriors AND a new use for gold as currency with testificates.
Since gold is rare, I decided to make it such that there is a shop option. You can chop down woods to sell to villagers for gold coins. You can also craft gold coins with gold ingots, by smelting them in the furnace. Each gold ingot makes 10 gold coins. So every time I say X gold ingots in my post, I mean multiples of 10 gold coins. E.g., 7-10 gold ingots is equal to 70 to 100 gold coins.
So, this suggestion makes use of the renewable ore resource of gold, which drops from zombies, which spawns infinitely, and it also adds new enthusiasm to the game.
Basically, in order to hire them, you would smelt gold ore into gold ingots.
When hiring, you approach a testificate warrior with gold ingots, then right click on a testificate warrior using gold coin as if you were to try to tame a wolf or tame a cat.
After hiring a testificate warrior, it will behave like tamed animals by following you around and teleporting to you when you get too far away from it.
Also, I am also advocating for humanoid NPC different from testificates. I am not saying to take out testificates, but it woul dbe cool to have human NPCs that can have conspicous gender differences. You can have female or male mercenaries.
The specifics:
Village Type:
None of these locations may be within, let's say, a certain hundred blocks of each other.
Testificate Stronghold:
Testificate strongholds are basically testificate villages surrounded by a cobblestone fortress. Chances of testificate/NPC fighters appearing there are increased.
The rarity of Testificate Strongholds are rarer than the rarity of testificate villages. Testificate strongholds have at least 15 villagers.
Inside the the stronghold are at least 2 iron type fighters you can hire, along with one stone golem, which is because the village population is at least 15.
Testificate Outpost:
These are made up of a watch tower, a small patch of farmland, and one or two houses. Furthermore, the houses are surrounded by a small wall of cobblestone or fence. The area of testificate outposts are general about 15 blocks by 15 blocks. You will always find at least one testificate fighter, equipped with leather armor and wooden swords or bows, at the outpost.
Outposts are signs that you are close to a testificate Stronghold. Strongholds are usually 500 blocks away from an outpost.
Testificate outposts comes with 1 or 2 regular villagers. You can expand testificate outposts like you expand a testificate village.
Outlaw Camp:
These are camps of outlaw testificates. They won't attack you unless you try to open their chest or attack them. They are surronded by small tents and at the middle is a fireplace. There are chests underneath a small wooden roof (made of stairs), supported by fences.
Within the chests at outlaw camps will always contain at least one gold ingot, and other rubbish.
These outlaws can be hired. Outlaws usually have crappy equipments. They wear leather armor and wooden to stone swords or bows.
The rarity of outlaw camps are rarer than regular testificate villages.
Furthermore, the new item "fireplace" can be crafted by the player. You craft it by surrounding the middle space with sticks. Then you put it down, use flint and steel to light it, and the fireplace will light forever.
Types:
Armor types (the defense is the same given as when the player wears these armors):
1. Leather armored testificate/NPC mercenary: 4 gold ingots
2. Iron armored testificate/NPC mercenary: 6 gold ingots randomly (much like taming wolves or cats)
3. Diamond armored Testificate/NPC Champion (rare encounter): 10 gold ingots.
Weapon types (partially inspired by battlegear mod, and please implement dual wielding for the player too!):
1. Archer: Low HP, low attack speed, medium damage, greater range. It Behaves much like skeleton archers and has infinite arrows: +2 gold ingot to armor type.
2. Sword/axe and shield: greater HP, medium attack speed, and medium damage: +2 gold ingot to armor type.
Here is a drawing:
3. One handed sword/axe: Low HP, greater attack speed, and medium damage: +2 gold ingot to armor type.
4. Two handed sword/axe: medium HP, low attack speed, and greater damage: +2 gold ingot to armor type.
Crushing type: Extra damage against skeletons.
5. Sword/axe dual wielder: Medium HP, greater attack speed, medium damage: +2 to 3 gold ingot to armor type.
6. Spearficate/spearman: Medium HP, medium attack speed, medium damage, medium ranged type. +2 to 3 gold ingots to armor type.
Mercenaries are more likely to spawn in hard mode, then in normal mode, and more likely to spawn in normal mode than in easy mode. Mercenaries spawn rarely in peaceful mode.
In normal mode:
Wooden mercenaries: common, max 3-4, per 15 testificates. About 1 per 5 testificates. Iron mercenaries: rare, max 1-2 per village, per 15 testificates. About 1 per 10 testificates Diamond champion/heroes: very rare, max 1per village, per 15 testificates.
And the rarity decreases in all 3 categories in hard mode, and increases for easy to peaceful mode.
Furthermore, +0 more gold ingots if weapons are made of wood or leather, +1 more gold ingot for iron weapons, and +3 more gold ingot for diamond weapons.
You increase the probability of mercenaries spawning by building barracks. A barrack is defined by a door, with a room containing weapon stalls and armor stalls. You can craft weapon/armor stalls at the crafting table. Weapon/armor stalls can be used by the player to store weapons. You don't need to select weapons/armors from weapon/armor stalls like you do from a chest. The player simply right click a weapon/armor stall, and the player gets the weapon in his inventory.
Testificate villagers will sometimes convert into a fighter. It will take a weapon randomly from your weapon stalls. In your barrack. This will only have a chance of happening if the testificate stays at the barrack for a night.
Weapon/armor stalls are also used for decoration. You can also put pickaxes, shovels, hoes, and axes on it.
Dying:
After a fighter you hired dies, they will drop their items and disappear. Afterwards, there is a higher percentage chance of that fighter type respawning in the village you hired it from, which you can hire again.
Interactions with player :
The player can improve the armor of the testifiate warriors by manually "feeding" weapons and armor types to the mercenaries.
-If the mercenary wears wooden or leather armors and weapons, the player can upgrade it by making iron equipments and "feeding" the testificate, like you would tame a wolf or cat, and the equipment will change.
-The mercenary drops the item not being switched off.
-When a mercenary dies, it will drop its equipments. The equipment will have decreased its durability depending on how many times the mercenary was hit.
Signs of low health:
-The player can heal the mercenary, like they heal ingured wolves, by feeding them cooked food. Red specks of blood and chipped/tathered armor denote injured mercenaries.
Movement/behavior:
-Change the limit on number of testificates that can be in a house. I find it stupid that they all crowd into one house in one corner playing with one door. There should be a limit to the amount of testificates per house, e.g. testificates will not hide in a house that already has 3 testificates inside. This way you need to build more houses.
-When a fighter/mercenary's HP is low, It will usually run into a nearby house. So make sure you build a house for your mercenaries near your own house, so they can hide.
-The mercenary will stand still when right clicked just like right click wolves or cats to sit. This is only particuarly useful for archers and soso for spearmans during combat, but not for melee units.
-The mercenaries will target any creature that you aggravated or is coming after you, so you don't have to make the first hit them to have the mercenaries fight. I don't know the game mechanics, and so I am not sure if this will work, but I have a backup:
-If the former targeting system doesn't work, we can probably have the mercenaries to attack mobs that are hostile and certain blocks away from them.
-When attacking creepers, the creepers won't blow up near the mercenaries, they will still only blow up near the player.
-Rest is the same as tamed cats or wolves. E.g., hired fighters teleports to you when they are following you and you are too far away.
Epic things to do:
-Did you ever notice how empty your castle walls are? Well how about positioning some of your testificate fighters there? Like a boss...
-Fending off zombie invasions
-Once you have hired enough mercenaries, the overworld becomes boring because you might have become too powerful, but there is the netherworld and the world of the ender dragons and enderman, and this also includes future mobs and challenges that you can overcome with your mini-army!
-Maybe goblins are yet to be implemented, and if they are hostile, we can raid their villages with our mini-army.
Extras
-Golems have ranged attacks, they can hurl boulders at enemies too far away, but it will run towards an enemy not too far away. This makes it easier for it to fight flying enderdragons. The melee units can fend off waves of enderman, while ranged units can hit dragons.
-Having a mini-army sounds fun, but gold is moderately rare, so it will take some time before you can get a few good mercenaries. If you equip the mercenaries yourself, you will have to spend iron and diamond to give them better equipments, which also takes time to find. So hopefully this gives it more balance.
-The player does not keep track of the amount of gold ingots to use. The player simply has to bring a lot of ingots and "feed" it to a mercenary like they tame wolves or cats, which accept random numbers of bones and fishes.
If you have any ideas or suggestions you want to point out or to improve upon what I have here, feel free to reply.
Mercenaries would ruin Minecraft. Think about it. How about no?
How so? Are you speaking for yourself or for everyone?
If having allies attacking the same mobs you are attacking or is attacking you is considered to be ruining the game, then by that logic, your game is already ruined with the introduction of wolves. The suggestion of mercenaries only improves upon such a mechanic, the only thing new is the ability to make armor and give it to the allies. And furthermore, this makes further use of gold as currency.
The only exception is the servant class, which works as mobile storage and does not attack. I have removed the summoner class, which is useless now that I know that the player can make iron golems themselves.
Mercenaries would ruin Minecraft. Think about it. How about no?
I agree. I'm also noticing a few things that were taken from my "Villager Warriors" topic and from a few topics that I read that talked about hiring people to fight. However, my villager warriors aren't mercenaries, and they don't have armor or class types, so that could be a coincidence.
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I'm going to mash signature stuff together: I tested 100% positive for MC addiction, I'm a black knight, support crappy trees, my color is red, and microsoft destroys to a cactus.
I agree. I'm also noticing a few things that were taken from my "Villager Warriors" topic and from a few topics that I read that talked about hiring people to fight. However, my villager warriors aren't mercenaries, and they don't have armor or class types, so that could be a coincidence.
I never knew "villager warrior's" thread existed before I posted this.
Some may say it will ruin the game, but they don't say why it will ruin the game. If you don't have a reason, than you are begging the question.
I don't get what you are trying to describe as a "coincidence", can you clarify that?
Lastly, it makes no sense why villagers cannot take up arms against mobs. In real life, anyone would at least try to defend. And not all villages have iron golems to protect them, so most of them let just let the zombies bang on doors without putting up a fight, which makes no sense. They can craft houses, fences, and etc, but not a sword or armor?
I know now that testificates are supposed to be pacifists. So maybe testificate mercenaries, warriors, etc should not spawn within the village. There should be outlaw testificate camps scattered throughout minecraft. Unless there is a law of physics that states testificates are incapable of the act of fighting.
These camps have chests and a campfire.
You can kill them for loot or hire them. If you open their chest without killing or hiring them, they will attack you.
How so? Are you speaking for yourself or for everyone? Hey, ever heard of 'alot of people'? There aren't only two forms of people in the world.
If having allies attacking the same mobs you are attacking or is attacking you is considered to be ruining the game, then by that logic, your game is already ruined with the introduction of wolves. Listen to yourself. I have two arguments to that; 1) Having other humans attacking the mobs that are threatening you or being threatened by you ruins the game. Villagers are cowardly, religious creatures that stay to themselves and rely on steampunk magic to create protection for themselves. 2) Wolves are cool, don't dis the Lupe.
The suggestion of mercenaries only improves upon such a mechanic, the only thing new is the ability to make armor and give it to the allies. Only improves the mechanic, eh? Are you speaking for yourself or for everyone? I'm soory, but that is what I call pwnage.
And furthermore, this makes further use of gold as currency. What? Further use of Gold as a currency? Oh, I'm sorry, but have you never played vanilla SP?
The only exception is the servant class, which works as mobile storage and does not attack. I have removed the summoner class, which is useless now that I know that the player can make iron golems themselves. Mobile storage? Ahem, sorry, I must cough... *Cough* Minecart with chest *Cough* Storage in your backpack *Cough* Chest in backpack *Cough* I'm dreadfully sorry. And you removed the summoner because you found out? I'm sorry, but I'm pretty sure that the wiki exists... and even if it didn't, my imagination is still obviously always right.
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Excuse me, but that was my comment you just read there, bub.
How so? Are you speaking for yourself or for everyone? Hey, ever heard of 'alot of people'? There aren't only two forms of people in the world.
If having allies attacking the same mobs you are attacking or is attacking you is considered to be ruining the game, then by that logic, your game is already ruined with the introduction of wolves. Listen to yourself. I have two arguments to that; 1) Having other humans attacking the mobs that are threatening you or being threatened by you ruins the game. Villagers are cowardly, religious creatures that stay to themselves and rely on steampunk magic to create protection for themselves. 2) Wolves are cool, don't dis the Lupe.
The suggestion of mercenaries only improves upon such a mechanic, the only thing new is the ability to make armor and give it to the allies. Only improves the mechanic, eh? Are you speaking for yourself or for everyone? I'm soory, but that is what I call pwnage.
And furthermore, this makes further use of gold as currency. What? Further use of Gold as a currency? Oh, I'm sorry, but have you never played vanilla SP?
The only exception is the servant class, which works as mobile storage and does not attack. I have removed the summoner class, which is useless now that I know that the player can make iron golems themselves. Mobile storage? Ahem, sorry, I must cough... *Cough* Minecart with chest *Cough* Storage in your backpack *Cough* Chest in backpack *Cough* I'm dreadfully sorry. And you removed the summoner because you found out? I'm sorry, but I'm pretty sure that the wiki exists... and even if it didn't, my imagination is still obviously always right.
Yes I found out because of the fact that the wiki exists. You still haven't explained why testificate fighters will ruin the game. Humans attacking mobs don't ruin games. Prove: I am a human, and I am attacking mobs, yet the game goes on.
I never said wolves are not cool. Please quote exactly where I said they were not cool.
And wtf is steampunk magic? Golems are steampunk magic? Since when?
Villagers are cowardly, that is why only a few brave ones will occur and take up arms. Allied mechanics currently only works only for wolves and cats. But when applied for testificates, being able to give them food, armor, weapons, bows, and etc, does improve the allied mechanics; because right now all we can do is give bones, fishes, and meat to our allies to heal them.
Lastly, you are dodging the question every way you can by making inconclusive remark to my suggestions. Please don't reply if you have nothing better to say, I will just ignore you (there are a lot of little kids on the internet, and I don't want to waste time arguing with one, like one who uses "pwnage" as a conclusive argument. This is not to say you're a little kid).
Yes I found out because of the fact that the wiki exists. You still haven't explained why testificate fighters will ruin the game. Humans attacking mobs don't ruin games. Prove: I am a human, and I am attacking mobs, yet the game goes on. I think you mean 'proof' dude. Pwned yet again. Anyway, I'm quite sure I said 'other humans attacking the...'
I never said wolves are not cool. Please quote exactly where I said they were not cool. Hey, please quote exactly where I said you said wolves weren't cool.
And wtf is steampunk magic? Golems are steampunk magic? Since when? Gur, jeeze. If you don't know what steampunk magic is, then how can you be opposed to me on the fact that golems are steampunk magic?! Iron Golems are steampunk magic, as they are mechanical magic. Please copy that and paste it into wordpad, and save it to your dictionary so you can remember, dude.
Villagers are cowardly, that is why only a few brave ones will occur and take up arms. The fact that you said that these few villagers who come up in arms need payment to do so goes completely against whatever you just said.
Allied mechanics currently only works only for wolves and cats. But when applied for testificates, being able to give them food, armor, weapons, bows, and etc, does improve the allied mechanics; because right now all we can do is give bones, fishes, and meat to our allies to heal them.
Lastly, you are dodging the question every way you can by making inconclusive remark to my suggestions. Please don't reply if you have nothing better to say, I will just ignore you (there are a lot of little kids on the internet, and I don't want to waste time arguing with one, like one who uses "pwnage" as a conclusive argument. This is not to say you're a little kid). Woah, woah, wait just a cotton-pickin' minute... Me asking whether you're speaking for yourself or everyone is dodging questions and points, but when you say it it isn't?
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Excuse me, but that was my comment you just read there, bub.
I'd like to see villager soldiers that protect the villagers from mobs. Give them the ability to be able to sell their weapon wielding services to the player for gold really expands the game a lot. And it gives the player a reason to keep adventuring for gold... because the soldiers will leave if they don't get paid (and possible go found a new village?)
Rollback Post to RevisionRollBack
Couldn't you just write a list of bulleted text instructions instead of making me watch another horribly narrated youtube video?
(5/3/2012): Added concept arts by me, I am doing the concept art for fun, and might be doing them for all fighter types, as I have realized this thread lacked pictures. I also added shop system for a way to make gold coins for shopping at villages and hiring fighters.
(4/28/2012): Added NPC village types. And:
It should Change the limit on number of testificates that can be in a house. I find it stupid that they all crowd into one house in one corner playing with one door. There should be a limit to the amount of testificates per house, e.g. testificates will not hide in a house that already has 3 testificates inside. This way you need to build more houses.
Also uploaded a pictures. More pictures to come.
(4/27/2012): Added weapon/armor stalls. Tell me if it is good. Servant mobile storage is removed, because I prefer pull carts as mobile storage.
(3/x/2012): There should be outlaw testificate camps scattered throughout minecraft. These camps have chests and a campfire.
You can kill them for loot or hire them. If you open their chest without killing or hiring them, they will attack you.
--------------------------------------------------------
"Day in and day out, we are attacked by literally stinking zombies. If its not the physical hits that kills you, its their stinking stench. Every morning, rotten meats litter the streets. Someone has got to get rid of them. We can't just keep hiding in our homes and squeezing a clothespin against our nostrils. Not to mention the children, think of the children! Nancy's daughter was butchered by a zed last night! We have had enough, we need to rise up in arms! I find it funny how our ancestors never thought of fighting back." -Andy, the Mayor of Testificate Town.
I know what you're thinking, you're thinking that testificates are supposed to be pacifist. Well yes they generally are, a great percentage as a matter of fact in the case of this suggestion. However, some testificates will take up arms. They are non-pacifist, which include outlaws and testificate fighters who defend villages along with iron golems.
Onto the Suggestion:
Firstly, dual wielding should be universal in the game by now, then here is my suggestion for what comes next:
I want testificate warriors you can hire with gold, thus you get testificate warriors AND a new use for gold as currency with testificates.
Since gold is rare, I decided to make it such that there is a shop option. You can chop down woods to sell to villagers for gold coins. You can also craft gold coins with gold ingots, by smelting them in the furnace. Each gold ingot makes 10 gold coins. So every time I say X gold ingots in my post, I mean multiples of 10 gold coins. E.g., 7-10 gold ingots is equal to 70 to 100 gold coins.
So, this suggestion makes use of the renewable ore resource of gold, which drops from zombies, which spawns infinitely, and it also adds new enthusiasm to the game.
Basically, in order to hire them, you would smelt gold ore into gold ingots.
When hiring, you approach a testificate warrior with gold ingots, then right click on a testificate warrior using gold coin as if you were to try to tame a wolf or tame a cat.
After hiring a testificate warrior, it will behave like tamed animals by following you around and teleporting to you when you get too far away from it.
Also, I am also advocating for humanoid NPC different from testificates. I am not saying to take out testificates, but it woul dbe cool to have human NPCs that can have conspicous gender differences. You can have female or male mercenaries.
The specifics:
Village Type:
None of these locations may be within, let's say, a certain hundred blocks of each other.
Testificate Stronghold:
Testificate strongholds are basically testificate villages surrounded by a cobblestone fortress. Chances of testificate/NPC fighters appearing there are increased.
The rarity of Testificate Strongholds are rarer than the rarity of testificate villages. Testificate strongholds have at least 15 villagers.
Inside the the stronghold are at least 2 iron type fighters you can hire, along with one stone golem, which is because the village population is at least 15.
Testificate Outpost:
These are made up of a watch tower, a small patch of farmland, and one or two houses. Furthermore, the houses are surrounded by a small wall of cobblestone or fence. The area of testificate outposts are general about 15 blocks by 15 blocks. You will always find at least one testificate fighter, equipped with leather armor and wooden swords or bows, at the outpost.
Outposts are signs that you are close to a testificate Stronghold. Strongholds are usually 500 blocks away from an outpost.
Testificate outposts comes with 1 or 2 regular villagers. You can expand testificate outposts like you expand a testificate village.
Outlaw Camp:
These are camps of outlaw testificates. They won't attack you unless you try to open their chest or attack them. They are surronded by small tents and at the middle is a fireplace. There are chests underneath a small wooden roof (made of stairs), supported by fences.
Within the chests at outlaw camps will always contain at least one gold ingot, and other rubbish.
These outlaws can be hired. Outlaws usually have crappy equipments. They wear leather armor and wooden to stone swords or bows.
The rarity of outlaw camps are rarer than regular testificate villages.
Furthermore, the new item "fireplace" can be crafted by the player. You craft it by surrounding the middle space with sticks. Then you put it down, use flint and steel to light it, and the fireplace will light forever.
Types:
Armor types (the defense is the same given as when the player wears these armors):
1. Leather armored testificate/NPC mercenary: 4 gold ingots
2. Iron armored testificate/NPC mercenary: 6 gold ingots randomly (much like taming wolves or cats)
3. Diamond armored Testificate/NPC Champion (rare encounter): 10 gold ingots.
Weapon types (partially inspired by battlegear mod, and please implement dual wielding for the player too!):
1. Archer: Low HP, low attack speed, medium damage, greater range. It Behaves much like skeleton archers and has infinite arrows: +2 gold ingot to armor type.
2. Sword/axe and shield: greater HP, medium attack speed, and medium damage: +2 gold ingot to armor type.
Here is a drawing:
3. One handed sword/axe: Low HP, greater attack speed, and medium damage: +2 gold ingot to armor type.
4. Two handed sword/axe: medium HP, low attack speed, and greater damage: +2 gold ingot to armor type.
Crushing type: Extra damage against skeletons.
5. Sword/axe dual wielder: Medium HP, greater attack speed, medium damage: +2 to 3 gold ingot to armor type.
6. Spearficate/spearman: Medium HP, medium attack speed, medium damage, medium ranged type. +2 to 3 gold ingots to armor type.
Piercing type: Extra damage against zombies.
Trading
Raw wood: 1 gold coin each.
Pork or beef: 2 gold coins each.
Iron: 5 gold coins each.
Chicken: 1 gold coin each.
You use gold coins to hire fighters.
Spawning
Mercenaries are more likely to spawn in hard mode, then in normal mode, and more likely to spawn in normal mode than in easy mode. Mercenaries spawn rarely in peaceful mode.
In normal mode:
Wooden mercenaries: common, max 3-4, per 15 testificates. About 1 per 5 testificates.
Iron mercenaries: rare, max 1-2 per village, per 15 testificates. About 1 per 10 testificates
Diamond champion/heroes: very rare, max 1per village, per 15 testificates.
And the rarity decreases in all 3 categories in hard mode, and increases for easy to peaceful mode.
Furthermore, +0 more gold ingots if weapons are made of wood or leather, +1 more gold ingot for iron weapons, and +3 more gold ingot for diamond weapons.
You increase the probability of mercenaries spawning by building barracks. A barrack is defined by a door, with a room containing weapon stalls and armor stalls. You can craft weapon/armor stalls at the crafting table. Weapon/armor stalls can be used by the player to store weapons. You don't need to select weapons/armors from weapon/armor stalls like you do from a chest. The player simply right click a weapon/armor stall, and the player gets the weapon in his inventory.
Testificate villagers will sometimes convert into a fighter. It will take a weapon randomly from your weapon stalls. In your barrack. This will only have a chance of happening if the testificate stays at the barrack for a night.
Weapon/armor stalls are also used for decoration. You can also put pickaxes, shovels, hoes, and axes on it.
Dying:
After a fighter you hired dies, they will drop their items and disappear. Afterwards, there is a higher percentage chance of that fighter type respawning in the village you hired it from, which you can hire again.
Interactions with player :
The player can improve the armor of the testifiate warriors by manually "feeding" weapons and armor types to the mercenaries.
-If the mercenary wears wooden or leather armors and weapons, the player can upgrade it by making iron equipments and "feeding" the testificate, like you would tame a wolf or cat, and the equipment will change.
-The mercenary drops the item not being switched off.
-When a mercenary dies, it will drop its equipments. The equipment will have decreased its durability depending on how many times the mercenary was hit.
Signs of low health:
-The player can heal the mercenary, like they heal ingured wolves, by feeding them cooked food. Red specks of blood and chipped/tathered armor denote injured mercenaries.
Movement/behavior:
-Change the limit on number of testificates that can be in a house. I find it stupid that they all crowd into one house in one corner playing with one door. There should be a limit to the amount of testificates per house, e.g. testificates will not hide in a house that already has 3 testificates inside. This way you need to build more houses.
-When a fighter/mercenary's HP is low, It will usually run into a nearby house. So make sure you build a house for your mercenaries near your own house, so they can hide.
-The mercenary will stand still when right clicked just like right click wolves or cats to sit. This is only particuarly useful for archers and soso for spearmans during combat, but not for melee units.
-The mercenaries will target any creature that you aggravated or is coming after you, so you don't have to make the first hit them to have the mercenaries fight. I don't know the game mechanics, and so I am not sure if this will work, but I have a backup:
-If the former targeting system doesn't work, we can probably have the mercenaries to attack mobs that are hostile and certain blocks away from them.
-When attacking creepers, the creepers won't blow up near the mercenaries, they will still only blow up near the player.
-Rest is the same as tamed cats or wolves. E.g., hired fighters teleports to you when they are following you and you are too far away.
Epic things to do:
-Did you ever notice how empty your castle walls are? Well how about positioning some of your testificate fighters there? Like a boss...
-Fending off zombie invasions
-Once you have hired enough mercenaries, the overworld becomes boring because you might have become too powerful, but there is the netherworld and the world of the ender dragons and enderman, and this also includes future mobs and challenges that you can overcome with your mini-army!
-Maybe goblins are yet to be implemented, and if they are hostile, we can raid their villages with our mini-army.
Extras
-Golems have ranged attacks, they can hurl boulders at enemies too far away, but it will run towards an enemy not too far away. This makes it easier for it to fight flying enderdragons. The melee units can fend off waves of enderman, while ranged units can hit dragons.
-Having a mini-army sounds fun, but gold is moderately rare, so it will take some time before you can get a few good mercenaries. If you equip the mercenaries yourself, you will have to spend iron and diamond to give them better equipments, which also takes time to find. So hopefully this gives it more balance.
-The player does not keep track of the amount of gold ingots to use. The player simply has to bring a lot of ingots and "feed" it to a mercenary like they tame wolves or cats, which accept random numbers of bones and fishes.
If you have any ideas or suggestions you want to point out or to improve upon what I have here, feel free to reply.
How so? Are you speaking for yourself or for everyone?
If having allies attacking the same mobs you are attacking or is attacking you is considered to be ruining the game, then by that logic, your game is already ruined with the introduction of wolves. The suggestion of mercenaries only improves upon such a mechanic, the only thing new is the ability to make armor and give it to the allies. And furthermore, this makes further use of gold as currency.
The only exception is the servant class, which works as mobile storage and does not attack. I have removed the summoner class, which is useless now that I know that the player can make iron golems themselves.
I never knew "villager warrior's" thread existed before I posted this.
Some may say it will ruin the game, but they don't say why it will ruin the game. If you don't have a reason, than you are begging the question.
I don't get what you are trying to describe as a "coincidence", can you clarify that?
Lastly, it makes no sense why villagers cannot take up arms against mobs. In real life, anyone would at least try to defend. And not all villages have iron golems to protect them, so most of them let just let the zombies bang on doors without putting up a fight, which makes no sense. They can craft houses, fences, and etc, but not a sword or armor?
These camps have chests and a campfire.
You can kill them for loot or hire them. If you open their chest without killing or hiring them, they will attack you.
Yes, I agree, I will change the amount to be based on testificate population.
Yes I found out because of the fact that the wiki exists. You still haven't explained why testificate fighters will ruin the game. Humans attacking mobs don't ruin games. Prove: I am a human, and I am attacking mobs, yet the game goes on.
I never said wolves are not cool. Please quote exactly where I said they were not cool.
And wtf is steampunk magic? Golems are steampunk magic? Since when?
Villagers are cowardly, that is why only a few brave ones will occur and take up arms. Allied mechanics currently only works only for wolves and cats. But when applied for testificates, being able to give them food, armor, weapons, bows, and etc, does improve the allied mechanics; because right now all we can do is give bones, fishes, and meat to our allies to heal them.
Lastly, you are dodging the question every way you can by making inconclusive remark to my suggestions. Please don't reply if you have nothing better to say, I will just ignore you (there are a lot of little kids on the internet, and I don't want to waste time arguing with one, like one who uses "pwnage" as a conclusive argument. This is not to say you're a little kid).
I'd like to see villager soldiers that protect the villagers from mobs. Give them the ability to be able to sell their weapon wielding services to the player for gold really expands the game a lot. And it gives the player a reason to keep adventuring for gold... because the soldiers will leave if they don't get paid (and possible go found a new village?)
Derp.
You can't hire golems.
Derp.
YUS! GO YOU!!!
Um, why do we need to pay them friggen Gold when we can make them, which does the same as hiring them...?