I like the idea of Blacksmiths giving weapons and armor and having more NPCs with jobs, like a hunter that gather leather and meat to give to the blacksmith and a cook who cooks food. Miners would give ore to the blacksmith and he would give armor to the villagers and better armor to the guards.
Seems like this would be perfect for Adventure Mode. The currency part wouldn't be the best, as jeb_ didn't want currency to be so easily found as gold nuggets. Maybe the rubies could be like an emerald x10? I do love the idea though. See if you can post pics of the new villager classes.
Yeah it would really add to the role-playing of minecraft, and for the people who dont want it, their could be a button when you are starting a level allowing these new Villegers in the level or just the old ones or none at all.
Cant wait to see if it gets put in
There are definitely a lot of good ideas in here. It'll need some refinement but I sincerely hope that it's implemented to the game (I can't wait to see a full Capital vs. Capital war ).
Aside from that though, I'd like to make a few suggestions myself: (WARNING: TL;DR IMMINENT)
Currency System:
Your currency system is certainly an improvement on the original, and you even added an element of flexibility with the golden nuggets. However, I'd prefer to have an even higher level of flexibility by adding a more realistic form of currency - like gold coins. Perhaps you could get a certain number of coins per gold bar (likely a large amount - even a full stack of 64). The value of the coins, in relation to the value of what you could buy/sell with/for them would be based on the number of gold coins crafted per gold bar in relation to the rarity of gold bars in comparison to all other buyable/sellable items. For instance: if one gold bar yields 64 gold coins, and a diamond is 5x as rare as a gold bar (completely hypothetical, I have no idea), then one diamond is worth 5 gold bars times 64 gold coins ([64coin/1 ] *[5 /1 ] = 320coin/1 - 1 diamond is worth 320 coins... hypothetically). If nothing else, this should at least make the game feel more realistic (also, to prevent players from having to lug around several stacks of coins, perhaps a coin purse could be implemented, which would contain as many as several hundred coins in one stack).
Siege Weapons:
You already have demoltionists, why not give the catapults? My reasoning is, well, demolitionalists will likely only be able to infiltrate an enemy village after the first line of infantry has attacked (after the villages defenses have been occupied). But if they plant TNT then, they're likely to kill many of their own men - meaning that their only real purpose is to make holes in the walls. However, if you give them catapults, and the NPC's are coded to use all or most of their ammunition before engaging infantry, then the demoltionists can do their job effectively and without severe back-draft. Catapult Specifications: These are only rough ideas, but I was thinking that there would be three basic catapult types: small, average, and large. They would be individual entities (like boats and mine carts) and would be crafted like iron/snow golems. The small would have four stone wheels, a wooden frame, a steel bowl at the end of a wooden arm, and a string connecting the arm to the body (like a trip wire). It could fire a small cluster of fire charges, which do no structural damage except to very weak materials (like glass) but severely damage mobs. It could also potentially fire a cobblestone block, which would do damage based on its resistance - if it hits a block with a significantly lower resistance, then that block is destroyed, and the cobblestone takes its place. If it hits a block with very similar resistance, both are destroyed and neither drop. If it hits a block with a significantly higher resistance, it is destroyed and does nothing. Finally, if the projectile block were to hit a block whose resistance was roughly half of the projectile's, the target would be destroyed and the projectile would continue on to another block, though with greatly reduced resistance. The average catapult would likely be slightly larger and composed of iron instead of stone (there might also be a small amount of iron in the frame). It would fire larger clusters of fire charge, as well as cobble and smooth stone (smooth stone is just like cobblestone projectile but with higher resistance). The large catapult would be roughly twice as large as the small, half of the body would be iron, and it might have some gold decoration (to increase cost). It could fire smooth stone or iron blocks (again, iron blocks are just like smooth and cobble stone but with higher resistance), as well as the fabled TNT block, which would arm a couple ticks after being launched (to prevent misfire), and detonate on contact. Catapults could tow ammunition wagons to battle, which (once empty) prevent the catapult from being used - thus limiting the catapult's power. Wagons can be reloaded and catapults repaired once returned to the home village. Moreover, catapults should use their most powerful ammunition first, in case they're destroyed early in the fight. And if possible, destroyed catapults should leave behind permanent debris (normal blocks organized to look like a broken catapult). Players should be able to build and use catapults similarly to iron/snow golems. To use the catapult, right-click the string. To load it, select any acceptable item (those specified above) and right-click the bowl. Making the catapult firable whether loaded or not could make it possible to launch other players in multiplayer ... Other options for player-only projectiles: snow blocks (massive snow ball fights), pumpkins (pumpkin chunkin'), and maybe other basic blocks... then again, it's bad enough to waste iron as a projectile. Let's not go hurling diamond blocks across the world, okay? If either side doesn't have siege weapons, its infantry will engage as quickly as possible to prevent heavy casualties (they will also space out to prevent losing many soldiers to a single projectile). In addition, archers should be able to be grouped and used as temporary artillery, whereas they will all select a single target and lay down a barrage of arrows rather than firing at an individual target directly (they are archers after all).
King:
I want to be the king too, okay? I think it would be pretty cool if you could raise you rep. so high with a village that you could become eligible for the position of king. And as king, you would be able to lead your people however you'd like; though there would still be severe consequences for critically poor decisions (remember Fallen Kingdom?)
Warfare:
Firstly, either side will surrender should their military strength fall to low (say below 20%?) The side that surrenders would be placed at the mercy of their conquerors and, depending on the overall relationship between the two factions (are they out to annihilate each other, or are they barely at war? - or the outcome can be completely random), the survivors will either be imprisoned, enslaved, assimilated, or executed. Imprisoned survivors are held at ransom, and stored away in a prison structure of either stone and iron bars, or iron and iron bars (depending on the economy). Then, an emissary is sent to the capital of the survivors faction, with demands of a certain amount of payment as a trade for their lives. The capital then may agree and send back another emissary to accompany the original, as well as payment (the second emissary would then take the survivors to the Capital where they will become citizens); or they can disagree, condemning the survivors to one of the other three fates. Enslaved survivors will sleep in their prison cells during the night, and work in the mines during the day - it is not fun to be them. (if the prison structure is ever empty, that is, if all of the prisoners are dead, then the prison structure will become a ruin until it's needed again.) Assimilation is the most benevolent of all the fates. Assimilated survivors will simply be forced to join the conqueror's society as normal citizens (they'll likely be kept in their own village, but a few members from the conqueror's village will move to repopulate and rebuild the conquered village. This is so that the village will not become abandoned after being conquered, and the power of the conquering faction will increase - hence the meaning of war). Finally, executed survivors are not doing very well at surviving. If the conquering faction initially decides to execute the surrendering village, they will simply not stop attacking; ignoring the cries of innocent testificates as they are massacred in the streets. If the survivors were originally imprisoned, however, then they will be removed from their prison cells, lined up in front of the building (or town hall), and individually, publicly murdered by the conquering faction's commander, as the new, wide-eyed villagers watch in terror. Welcome to Minecraft. Okay, so that's all what happens when one side loses, now this is how to determine which side loses. First off, the commander should have a profound effect on the outcome of the battle. And so, whichever side is unfortunate enough to lose their commander will no longer be able to use siege weapons, or to utilize their archers as a siege weapon. Moreover, they will be much more likely to surrender (they surrender at 40% military strength rather than 20%). The attackers, however, are put at some unique disadvantages: if their military strength falls below 40% (but is still above 20%), and their commander is still alive, they'll retreat back to their village - though any unmanned artillery pieces will be abandoned. If their commander is killed before they reach the outer perimeter of their village, they will abandon all siege weapons that they still hold and go into full-panic retreat mode. If their military strength falls below 20% before they reach their village, they will surrender, regardless of whether their commander is alive or not. At any point in the battle, if the attacking faction's commander is killed, they will retreat. However, they will still maintain their siege weapons until the 40% military strength mark. In addition, the defending army will chase a retreating army back to their village. However, if the defending army has fallen below 60%, or if their commander has already died, they will retreat back home upon reaching the village's outer perimeter. Otherwise, they will begin to lay siege to the village just like the original attacking army. In a Capital battle, the defending army's king will take the place of commander should the commander die. So long as the king is alive, the defending army will not surrender, regardless of military strength. However, while an army lead by the king will chase retreating attackers, they will not engage the village, and will retreat as soon as they reach its outer perimeter (to protect the king). At any part of a battle, if a soldier's health falls to or below one heart, or their hunger bar is empty, they will retreat. An attacking soldier will retreat back to his village in this instance, while a defending villager will first visit the priest. If the priest cannot help, then the soldier goes on to the community store to eat, then home to recuperate. Unlike the attacking soldiers, once a defender is fully healed, they will rejoin the fight. On a side note, I think it would be cool if dead soldiers from battles (as well as expended arrows and dropped weapons/armor) persisted on a battlefield for several days after the battle. Eventually, of course, the bodies would either decay or be removed, but the expended tools should still persist for a while and remain collectible (either by the player or by the victorious army - that is to say, once they de-spawn, they're deposited to the community store of the victorious village; though they will be damaged).
Hiring Testificates:
The testificates who are unemployed (living in normal houses) should be available for hire. That is, you should be able to pay them a certain amount of currency (per day) so that they will come and do some type of work for you. The available jobs are: miner, forester, hunter, fisherman, and explorer. You have to hire the testificate at day (as they won't follow you at night, representing a need for sleep and a legitimate fear of creepers), and once you have, they will follow you until you set up their work site (or until it's night again, in which case they'll flee home and you'll have to retrieve them in the morning). In order to set up their work site, (and I'm sure that I'm indirectly stealing this from some mod) you must build a chest, placing the tool related to whichever job you intend to give to a testificate in the center square of the crafting grid. The job-chests are as follows: mining::pickaxe; forestry::axe; hunting::bow; fishing::fishing pole; exploring::map. Ideally, these objects would be returned to you after crafting and placing the chests, in that they would be inside the first time you placed the chest. However, that might not be possible. If so, the revised list would be: mining::stone pickaxe; forestry::stone axe; hunting::arrow; fishing::fishing pole; exploring::compass (this would reduce the potential waste of higher quality items when crafting the same item; for example: whether you use a stone axe or a diamond axe, you'd get the same empty chest. So only stone is acceptable). After placing the chest near where you want the testificate to work, you'd give them the item relative to the job you want them to do by right-clicking them while holding that tool (miner - mining chest - pickaxe). The quality of the tool doesn't matter in this instance, as it will be used just as you would use it (exception: the hunter requires that at least on arrow be placed in the chest before he starts. When he starts, he will take one arrow from the chest, and it will function as an infinite arrow supply for one day of work - multiple days of testificate hunting require multiple arrows). They will not begin working until the next morning (to ensure that they work for one full day). When they start working, they will first go off to find what it is they need to gather (miner - ores, forester - wood, hunter - food/other mob drops, fisherman - fish/squid, explorer - recorded map exploration), and before nightfall, they bring everything back and drop it in the appropriate chest. They then stand next to the chest for the duration of the night to imitate sleeping. On that, hostile mobs will ignore the testificates that are working for you, so long as you are not nearby (within a certain radius of the testificate). By morning, the testificate will either set out toward home, or (if you've paid him for several days) reclaim his tool and go back to work. Overall, there are three ways that a testificate can leave your service: happy and healthy, unhappy and unhealthy, or dead. If he leaves happy, depending on how long he worked for you, your reputation with the village and even more so with his family will increase. If he was forced to leave early due to injury, there will be no change in your reputation - unless of course you injured him yourself, in which case your reputation with his family will decrease. If he dies before leaving your service, the village, and more so the testificate's family will blame you, and your reputation will decrease. Thank you if you actually read all of this.
Okay, that's all I wanted to talk about.
And I'd like to say again that I really do like your suggestions and hope that they're implemented into the game.
Mind If I use some of these ideas? Also there should be different villager species and different types of villages(like what I'm doing only in Vannila Minecraft.).
Seems a bit complex and too much to add, building, factions, etc. Although, i only read half of it because it was too long, but the half i did read, i think its too complex.
Adding unnecessary things into the game would just clutter it with crap. You wouldn't install every content-changing mod at once, right? That's for the same reason.
You are giving waaaay too much detail into one feature of the game while the rest does not follow up. Expanding one feature so much would shift the genre of the game.
I never said you should cut down from the OP. You should just prioritize what you think is a must-have for vanilla (stuff that pretty much everyone would welcome) and what are the parts that are more of a mod material.
Seems a bit complex and too much to add, building, factions, etc. Although, i only read half of it because it was too long, but the half i did read, i think its too complex.
you guys are the one of the very few people who think its too complex, really, it isnt.
your reading about features that EVERYONE wants but i'm suggesting better mechanics to go with it, sure reputation seems like its "useless" but just to let you know, its already in the game, the more you trade with a villager the more he wants to trade with you.
These are just things the villagers should have always done, sure they dont NEED to take over other factions, but it makes the world come alive. so its not just clusters of animals and mobs in a big open world with a village where npcs sit around and give you stuff. Where do they get that stuff? there farms are always waiting to be harvested, they are never mining. They must be gods making matter out of thin air....
I don't think all of this should be added, however NPC villages could use a little more support. The odds of getting an Iron Golem are slim. EDIT: You already had the idea I posted. Good work! EDIT
you guys are the one of the very few people who think its too complex, really, it isnt.
your reading about features that EVERYONE wants but i'm suggesting better mechanics to go with it, sure reputation seems like its "useless" but just to let you know, its already in the game, the more you trade with a villager the more he wants to trade with you.
These are just things the villagers should have always done, sure they dont NEED to take over other factions, but it makes the world come alive. so its not just clusters of animals and mobs in a big open world with a village where npcs sit around and give you stuff. Where do they get that stuff? there farms are always waiting to be harvested, they are never mining. They must be gods making matter out of thin air....
Meh, i just didnt read all of it, so i am not completely against it. Thhink of me as... pending on support. Yes, i think they should farm their crops, but not go mining, build other buildings, or rage war with other comunities. I'm just wanting the same things that you are, just on a lower level.Meh, might as well go back and read it thoughly, what your saying may be good to me.OK, i reread your post and i neather support nor against it. I'm just wanting a smaller scale of what you suggeted.
I read your post, it was VERY detailed, i have to say i really really like alot of it, but then most of the other stuff seems a bit too detailed, or mature (executions) for minecraft. As we know, many young kids play this game, so alot of them wouldnt understand much of this.
Let me start with a point form list of the stuff i really liked:
1. The surrender/ military strength. (would go along well with the leader and commanders additional interfaces -will explain later)
2. The currency system (needs a little bit more work)
3. the retreating
Now the things i didnt really like:
1. The hiring, it seems a lot less complicated to just have them start with jobs
2. catapaults - although it would be fun, its a bit overpowered in some ways and too complicated in others
3. in general all the complicated stuff
Heres some feedback:
The things i really want to do, is completely revisit my OP and give it a huge facelift changing tons of stuff.
So, alot of people have suggested becoming a king because you have alot of rep, but thats very unrealistic, i have read Game of thrones (most realistic medieval book ive read) and
People didnt become kings or queens because someone loved them it was always based off of family lines
So i thought becoming king should be something you have to work for, take over a city, ask your leader if you can rule one of his and still be friends (and you can turn on him later) and stuff like that, not just like: Oh hey, i like you so im going to step down from all my power and let you rule. thats why i think the crown should be passed down between family members when a king dies.
Another thing i want to adress is the retreat/military strength, This REALLY interested me, it should be like the leader how he has a crown around his name and if you click on him you get an option to choose between his family info or his kingdom info (for normal villagers you dont get this, it takes you straight to family info) but for commander he would have a sword around his name and you can get enemy faction info. A faction could be warring with one faction at a time and just dislike others, but the commander gives info about the millitary stength of the others, and every time you siege them the millitary strength goes down depending on how many men you killed, he will also tell you the millitary strength of his army so you know who has the advantage.
I am going to start working on a complete facelift for the OP right away, mabye add a new banner, and get mabye a few more pictures up, if anyone wants to let me know how to make interface pictures as good as carboard pixels it would be very helpful!
Meh, i just didnt read all of it, so i am not completely against it. Thhink of me as... pending on support. Yes, i think they should farm their crops, but not go mining, build other buildings, or rage war with other comunities. I'm just wanting the same things that you are, just on a lower level.
Meh, might as well go back and read it thoughly, what your saying may be good to me.
OK, i reread your post and i neather support nor against it. I'm just wanting a smaller scale of what you suggeted.
alright, nice to know, i am probably going to suggest that villagers farming and being more active should be put into the game as default, like what you want but then all the other stuff is just a world option.
Alright, I've taken some time to make revisions based on the issues you brought up (this shouldn't be as complicated or as long as before ):
Execution:
Your probably right; perhaps execution (especially the way I described it) is a bit to brutal for a game like Minecraft. So when a village surrenders, the battle will always cease, and the people will not be harmed by the conquerors under any circumstances.
King:
I agree that it shouldn't be so easy to become King, though I still think that reputation should play some role. If your reputation is too low with the village, then you should not be able to become King. Likewise, when you are King, you should be at higher risk for being impeached/overthrown depending on how low your rep. is.
Currency:
I don't know much about how these systems work. So if the idea needs refinement, well, it's always open to suggestion
Catapults:
I originally considered this a minor suggestion, but with hindsight, I'm really starting to like it. So, I've tried to simplify and de-buff catapults to make them more Minecraft compatible:
There is only one type of catapult. It is built similarly to the iron/snow golems: [3w X 4L X 3h pattern on the ground] -
Line 1/Level 1: Iron Block empty Iron Block : Front
Line 2/Level1: empty empty empty
Line 3/Level1: empty empty empty
Line 4/Level 1: Iron Block empty Iron Block : Back
Line 1/Level 2: Wood Plank Wood Plank Wood Plank
Line 2/Level 2: Wood Plank Iron Block Wood Plank
Line 3/Level 2: Wood Plank Iron Block Wood Plank
Line 4/Level 2: Iron Block Iron Block Iron Block
Line 1/Level 3: empty empty empty
Line 2/Level 3: empty Wood Plank empty
Line 3/Level 3: string* Wood Plank string*
Line 2/Level 3: empty Iron Block empty
*only one string is necessary, though it may be placed on either side.
Once all of the pieces are put together, they would form into a single entity (again, like an iron or snow golem). The total cost would be 90 , 9 , and 1 string, making the catapult quite expensive; even for the player. Moreover, villages would not have dozens of catapults - they would be capped at three, and would likely have less based on size/economy. A small village could have only one catapult, and only if their economy is doing well (only if they can afford it). An average or large village could have as many as two, and would likely have at least one (2 if the economy is well). A Capital City could have as many as three, and would definitely maintain at least one (again, building more if the economy is well).
Now, because giving a village the ability to lob several full-power TNT charges into another village is kind of a deal breaker, I'd like to suggest two new items/blocks in conjunction with the catapult: sulfur ore and small TNT. Sulfur ore is slightly rarer than coal ore, though not as rare as iron ore, and yields 1-3 sulfur upon being mined (making sulfur itself much more abundant than coal). This change is primarily intended to address the issue of villages obtaining sulfur (for their demolitionists), by means other than automatic generation. But as it makes sulfur far more abundant (and thus TNT far more abundant), TNT has to become more expensive to prevent it from becoming overpowered. And so, the normal crafting plot for TNT (sulfur sand sulfur; sand sulfur sand; sulfur sand sulfur) will now be used to craft small TNT. Small TNT will be 1 or 2 points less powerful than a creeper explosion (it will destroy materials as resistant as smooth stone in a 1 block radius, and only materials weaker than or as weak as wooden planks in a 2 block radius). Catapults will now only be able to fire small TNT, snow blocks, and pumpkins (NPC's will only use small TNT). Moreover, a catapult will only hold six small TNT's at a time, and will fire them at a rate of 1 per 25 seconds (even when used by a player). Once empty, the catapult cannot be used again until re-armed and repaired by a new NPC. (To build normal TNT, combine four small TNT's in a 2x2 structure on the crafting table: empty empty empty; empty small TNT small TNT; empty small TNT small TNT.)
To accommodate the catapult, there will now be two new structures and one new NPC: The NPC will be the Siege Craftsman, who will repair and re-arm the catapults in his village when necessary. The new structures are the siege workshop (where the Siege Craftsman lives and works), and the catapult shed (a large wooden shed that will house a single catapult when not in use). In order for the player to repair their own catapult, well, my only idea so far is that the player might select wooden planks in their inventory, and while looking at the catapult, right-click - using one wooden plank to repair five hearts of damage to the catapult (the catapults would have a max health of around 25 hearts).
Hopefully, these revisions will balance and simplify the catapults idea enough for it to be reconsidered
Hiring Testificates:
We really don't need it - it's just an idea for a perk.
The idea is good, but it's too much content. I don't think huge factions controlling many villages would be much like minecraft. There should only be small wars between two villages at a time.
Alright, I've taken some time to make revisions based on the issues you brought up (this shouldn't be as complicated or as long as before ):
Execution:
Your probably right; perhaps execution (especially the way I described it) is a bit to brutal for a game like Minecraft. So when a village surrenders, the battle will always cease, and the people will not be harmed by the conquerors under any circumstances.
King:
I agree that it shouldn't be so easy to become King, though I still think that reputation should play some role. If your reputation is too low with the village, then you should not be able to become King. Likewise, when you are King, you should be at higher risk for being impeached/overthrown depending on how low your rep. is.
Currency:
I don't know much about how these systems work. So if the idea needs refinement, well, it's always open to suggestion
Catapults:
I originally considered this a minor suggestion, but with hindsight, I'm really starting to like it. So, I've tried to simplify and de-buff catapults to make them more Minecraft compatible:
There is only one type of catapult. It is built similarly to the iron/snow golems: [3w X 4L X 3h pattern on the ground] -
Line 1/Level 1: Iron Block empty Iron Block : Front
Line 2/Level1: empty empty empty
Line 3/Level1: empty empty empty
Line 4/Level 1: Iron Block empty Iron Block : Back
Line 1/Level 2: Wood Plank Wood Plank Wood Plank
Line 2/Level 2: Wood Plank Iron Block Wood Plank
Line 3/Level 2: Wood Plank Iron Block Wood Plank
Line 4/Level 2: Iron Block Iron Block Iron Block
Line 1/Level 3: empty empty empty
Line 2/Level 3: empty Wood Plank empty
Line 3/Level 3: string* Wood Plank string*
Line 2/Level 3: empty Iron Block empty
*only one string is necessary, though it may be placed on either side.
Once all of the pieces are put together, they would form into a single entity (again, like an iron or snow golem). The total cost would be 40 , 9 , and 1 string, making the catapult quite expensive; even for the player. Moreover, villages would not have dozens of catapults - they would be capped at three, and would likely have less based on size/economy. A small village could have only one catapult, and only if their economy is doing well (only if they can afford it). An average or large village could have as many as two, and would likely have at least one (2 if the economy is well). A Capital City could have as many as three, and would definitely maintain at least one (again, building more if the economy is well).
Now, because giving a village the ability to lob several full-power TNT charges into another village is kind of a deal breaker, I'd like to suggest two new items/blocks in conjunction with the catapult: sulfur ore and small TNT. Sulfur ore is slightly rarer than coal ore, though not as rare as iron ore, and yields 1-3 sulfur upon being mined (making sulfur itself much more abundant than coal). This change is primarily intended to address the issue of villages obtaining sulfur (for their demolitionists), by means other than automatic generation. But as it makes sulfur far more abundant (and thus TNT far more abundant), TNT has to become more expensive to prevent it from becoming overpowered. And so, the normal crafting plot for TNT (sulfur sand sulfur; sand sulfur sand; sulfur sand sulfur) will now be used to craft small TNT. Small TNT will be 1 or 2 points less powerful than a creeper explosion (it will destroy materials as resistant as smooth stone in a 1 block radius, and only materials weaker than or as weak as wooden planks in a 2 block radius). Catapults will now only be able to fire small TNT, snow blocks, and pumpkins (NPC's will only use small TNT). Moreover, a catapult will only hold six small TNT's at a time, and will fire them at a rate of 1 per 25 seconds (even when used by a player). Once empty, the catapult cannot be used again until re-armed and repaired by a new NPC. (To build normal TNT, combine four small TNT's in a 2x2 structure on the crafting table: empty empty empty; empty small TNT small TNT; empty small TNT small TNT.)
To accommodate the catapult, there will now be two new structures and one new NPC: The NPC will be the Siege Craftsman, who will repair and re-arm the catapults in his village when necessary. The new structures are the siege workshop (where the Siege Craftsman lives and works), and the catapult shed (a large wooden shed that will house a single catapult when not in use). In order for the player to repair their own catapult, well, my only idea so far is that the player might select wooden planks in their inventory, and while looking at the catapult, right-click - using one wooden plank to repair five hearts of damage to the catapult (the catapults would have a max health of around 25 hearts).
Hopefully, these revisions will balance and simplify the catapults idea enough for it to be reconsidered
Hiring Testificates:
We really don't need it - it's just an idea for a perk.
Alright, that's all and thank you for reading!
I only had time to read a bit quickly, so i didnt go into the catapault part, i like the idea and hope it can work in a non-complicated way.
but anyways, yeah, i think villages should usually surrender when being invaded and the men who surrendered become part of the village unless the attackers decide to just pillage it and leave it, then the survivors may start again or just leave and despawn or something.
In the revamp im doing of the main post, i did make changes to king and currency so that its more like what you and everyone suggested (as far as i can remember)
What about npc mineshafts where the npcs are mining?
I think they should add animations for the farmers too, like they are harvesting their wheat or something.
i already put both of those things in, take a little more time to read.
The idea is good, but it's too much content. I don't think huge factions controlling many villages would be much like minecraft. There should only be small wars between two villages at a time.
the thing is, since villages will be as rare or a little bit more rare but having a 25% chance of spawning with another nearby village that will fight with it, it shouldnt be to much of a problem.
Cant wait to see if it gets put in
Aside from that though, I'd like to make a few suggestions myself: (WARNING: TL;DR IMMINENT)
And I'd like to say again that I really do like your suggestions and hope that they're implemented into the game.
B7BLUE, you had great ideas man, that was really thorough, alkein make sure to read it and add and pick out things you like to the villager overhaul,
Good job B7BLUEyou guys are the one of the very few people who think its too complex, really, it isnt.
your reading about features that EVERYONE wants but i'm suggesting better mechanics to go with it, sure reputation seems like its "useless" but just to let you know, its already in the game, the more you trade with a villager the more he wants to trade with you.
These are just things the villagers should have always done, sure they dont NEED to take over other factions, but it makes the world come alive. so its not just clusters of animals and mobs in a big open world with a village where npcs sit around and give you stuff. Where do they get that stuff? there farms are always waiting to be harvested, they are never mining. They must be gods making matter out of thin air....
Meh, i just didnt read all of it, so i am not completely against it. Thhink of me as... pending on support. Yes, i think they should farm their crops, but not go mining, build other buildings, or rage war with other comunities. I'm just wanting the same things that you are, just on a lower level.Meh, might as well go back and read it thoughly, what your saying may be good to me.OK, i reread your post and i neather support nor against it. I'm just wanting a smaller scale of what you suggeted.
I read your post, it was VERY detailed, i have to say i really really like alot of it, but then most of the other stuff seems a bit too detailed, or mature (executions) for minecraft. As we know, many young kids play this game, so alot of them wouldnt understand much of this.
Let me start with a point form list of the stuff i really liked:
1. The surrender/ military strength. (would go along well with the leader and commanders additional interfaces -will explain later)
2. The currency system (needs a little bit more work)
3. the retreating
Now the things i didnt really like:
1. The hiring, it seems a lot less complicated to just have them start with jobs
2. catapaults - although it would be fun, its a bit overpowered in some ways and too complicated in others
3. in general all the complicated stuff
Heres some feedback:
The things i really want to do, is completely revisit my OP and give it a huge facelift changing tons of stuff.
So, alot of people have suggested becoming a king because you have alot of rep, but thats very unrealistic, i have read Game of thrones (most realistic medieval book ive read) and
Another thing i want to adress is the retreat/military strength, This REALLY interested me, it should be like the leader how he has a crown around his name and if you click on him you get an option to choose between his family info or his kingdom info (for normal villagers you dont get this, it takes you straight to family info) but for commander he would have a sword around his name and you can get enemy faction info. A faction could be warring with one faction at a time and just dislike others, but the commander gives info about the millitary stength of the others, and every time you siege them the millitary strength goes down depending on how many men you killed, he will also tell you the millitary strength of his army so you know who has the advantage.
I am going to start working on a complete facelift for the OP right away, mabye add a new banner, and get mabye a few more pictures up, if anyone wants to let me know how to make interface pictures as good as carboard pixels it would be very helpful!
alright, nice to know, i am probably going to suggest that villagers farming and being more active should be put into the game as default, like what you want but then all the other stuff is just a world option.
I really like this.
Thanks!
By the way guys, my sister has her graduation tonight, so i wont have much time to work on the topic overhaul. Will get to it A.S.A.P.
Alright, I've taken some time to make revisions based on the issues you brought up (this shouldn't be as complicated or as long as before ):
Execution:
King:
Currency:
Catapults:
I originally considered this a minor suggestion, but with hindsight, I'm really starting to like it. So, I've tried to simplify and de-buff catapults to make them more Minecraft compatible:
There is only one type of catapult. It is built similarly to the iron/snow golems: [3w X 4L X 3h pattern on the ground] -
Once all of the pieces are put together, they would form into a single entity (again, like an iron or snow golem). The total cost would be 90 , 9 , and 1 string, making the catapult quite expensive; even for the player. Moreover, villages would not have dozens of catapults - they would be capped at three, and would likely have less based on size/economy. A small village could have only one catapult, and only if their economy is doing well (only if they can afford it). An average or large village could have as many as two, and would likely have at least one (2 if the economy is well). A Capital City could have as many as three, and would definitely maintain at least one (again, building more if the economy is well).
Now, because giving a village the ability to lob several full-power TNT charges into another village is kind of a deal breaker, I'd like to suggest two new items/blocks in conjunction with the catapult: sulfur ore and small TNT. Sulfur ore is slightly rarer than coal ore, though not as rare as iron ore, and yields 1-3 sulfur upon being mined (making sulfur itself much more abundant than coal). This change is primarily intended to address the issue of villages obtaining sulfur (for their demolitionists), by means other than automatic generation. But as it makes sulfur far more abundant (and thus TNT far more abundant), TNT has to become more expensive to prevent it from becoming overpowered. And so, the normal crafting plot for TNT (sulfur sand sulfur; sand sulfur sand; sulfur sand sulfur) will now be used to craft small TNT. Small TNT will be 1 or 2 points less powerful than a creeper explosion (it will destroy materials as resistant as smooth stone in a 1 block radius, and only materials weaker than or as weak as wooden planks in a 2 block radius). Catapults will now only be able to fire small TNT, snow blocks, and pumpkins (NPC's will only use small TNT). Moreover, a catapult will only hold six small TNT's at a time, and will fire them at a rate of 1 per 25 seconds (even when used by a player). Once empty, the catapult cannot be used again until re-armed and repaired by a new NPC. (To build normal TNT, combine four small TNT's in a 2x2 structure on the crafting table: empty empty empty; empty small TNT small TNT; empty small TNT small TNT.)
To accommodate the catapult, there will now be two new structures and one new NPC: The NPC will be the Siege Craftsman, who will repair and re-arm the catapults in his village when necessary. The new structures are the siege workshop (where the Siege Craftsman lives and works), and the catapult shed (a large wooden shed that will house a single catapult when not in use). In order for the player to repair their own catapult, well, my only idea so far is that the player might select wooden planks in their inventory, and while looking at the catapult, right-click - using one wooden plank to repair five hearts of damage to the catapult (the catapults would have a max health of around 25 hearts).
Hopefully, these revisions will balance and simplify the catapults idea enough for it to be reconsidered
Hiring Testificates:
Alright, that's all and thank you for reading!
it could be a mod though.
I only had time to read a bit quickly, so i didnt go into the catapault part, i like the idea and hope it can work in a non-complicated way.
but anyways, yeah, i think villages should usually surrender when being invaded and the men who surrendered become part of the village unless the attackers decide to just pillage it and leave it, then the survivors may start again or just leave and despawn or something.
In the revamp im doing of the main post, i did make changes to king and currency so that its more like what you and everyone suggested (as far as i can remember)
i already put both of those things in, take a little more time to read.
the thing is, since villages will be as rare or a little bit more rare but having a 25% chance of spawning with another nearby village that will fight with it, it shouldnt be to much of a problem.