That would be kind of useless, as a single shot (Specially if it misses) would be hardly helpful.
That depends entirely on how much damage that shot does. If it only does half a heart of damage, is fully reduced by armor, and is blocked by shields? Yeah, it would be absolutely worthless. But if it does 10 hearts of damage and completely ignores armor and shields? Now, far from being useless, it's grossly overpowered! The trick is to balance it so that it's worth only getting one shot, but won't automatically cause a win. As a starting point (and maybe this is still OP, but at least we'll have some real numbers to adjust up or down), perhaps doing 5 hearts of damage, ignoring 50% of armor, and being treated as a melee attack by shields (it still allows 33% of the attack through). Feel free to adjust the numbers if it's too OP or UP.
I think where we disagree, primarily, is in the basic purpose of these hypothetical guns in Minecraft. From your comments, you seem to be of the opinion that guns should be an alternative to melee fighting, whereas I feel they should complement it.
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"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Actually, what you are doing is a mess that is already taken by bows IMO (In fact, on anyhting except the rare situations in which you deal with only one mob, it somehow is still impractical enough to not bother to craft even if it dealt 60 damage or so. Which is NOT hyperbolic). My idea consists of a weapon that supplements BOTH swords and bows by making it better than both at short-medium ranges, but making it fail to do diddly beyond that range, and without being as good as the sword when enemies DO get close up enough for the sword to do anything, which would be as simple as making them bullet-spamming weapons whose lack of damage per hit, accuracy and knockback are compensated by numbers, except for the knockback as they wouldn't have any so it is at least possible to get past the shots (As anything that can stunlock easily is OP in itself).
Personally, I think an item where timing of when to use it (as you'll probably only get one shot per combat) comes into play would be more fun, and I think your ideas sound too much like sniper rifles and machine guns, which I'm not convinced really fit the game. But, agree to disagree, then.
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"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
I find out this idea pretty nice if you compare it with other guns ideas. However, I maybe would like to suggest little RPG system. That means, to shoot bow perfectly, you need training, a lot of trainings, players must grind their bow levels, while long-reloading, small-damaging, smokey arquebuses doesn't require any trainings, you can just pick bundle of newbies, arm them with arquebuses and tell them how to reload and shoot, while bow masters would require some grind (and also this would make mob farm even more vital) so they would master bow.
I find out this idea pretty nice if you compare it with other guns ideas. However, I maybe would like to suggest little RPG system. That means, to shoot bow perfectly, you need training, a lot of trainings, players must grind their bow levels, while long-reloading, small-damaging, smokey arquebuses doesn't require any trainings, you can just pick bundle of newbies, arm them with arquebuses and tell them how to reload and shoot, while bow masters would require some grind (and also this would make mob farm even more vital) so they would master bow.
The proponents of guns may as well be Bonnie Tyler; they're holding out for a stoic and steadfast devteam (Mojang) to completely about face on a design precept.
While I've seen many good gun concepts in here; I haven't found one I really enjoyed. With that said; this suggestion exists as an "eventually, someone convinced Mojang to add guns" type of thinktank.
Actually, only Notch did, and he isn't part of the dev team anymore, and he said it back in InDev, which was a really early version that is practically a completely different game.
I believe both have in a later interview. But dev team acceptance (oddly) isn't the topic of the discussion; but rather the efficacy of any fire arm should they exist.
As I've played Minceraft, I've come to a desire to see more varied versions of attacks. We have a short-range and long-range attack with swords/axes and bows. We don't actually have anything especially useful vs small groups save splash potions/TNT.
What if we had a weapon that was capable of medium-range spread that hit all targets for average damage. The damage is not insignificant, but fully enchanted, would still be outclassed by the sword and bow in sheer single-target power. But it would be an area damage king.
An ancient shotgun would be a useful tool in such situations. It takes a while to reload; and while unloaded, would be as useful as a pick axe in terms of melee damage.
That depends entirely on how much damage that shot does. If it only does half a heart of damage, is fully reduced by armor, and is blocked by shields? Yeah, it would be absolutely worthless. But if it does 10 hearts of damage and completely ignores armor and shields? Now, far from being useless, it's grossly overpowered! The trick is to balance it so that it's worth only getting one shot, but won't automatically cause a win. As a starting point (and maybe this is still OP, but at least we'll have some real numbers to adjust up or down), perhaps doing 5 hearts of damage, ignoring 50% of armor, and being treated as a melee attack by shields (it still allows 33% of the attack through). Feel free to adjust the numbers if it's too OP or UP.
I think where we disagree, primarily, is in the basic purpose of these hypothetical guns in Minecraft. From your comments, you seem to be of the opinion that guns should be an alternative to melee fighting, whereas I feel they should complement it.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Personally, I think an item where timing of when to use it (as you'll probably only get one shot per combat) comes into play would be more fun, and I think your ideas sound too much like sniper rifles and machine guns, which I'm not convinced really fit the game. But, agree to disagree, then.
"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped. The success or failure of any given step will have no impact on the macro level."
-Red Mage, 8-Bit Theater
"90% of the Internet's statistics are made-up, and 7/8 of its quotes are misattributed."
-Abraham Lincoln, 16th US President
Nope.
I've been playing since May 2011,when PC was at Beta 1.6. Started on PE: 0.3.0, XBOX 360: TU4, PC: 1.4.7, and Windows 10: 0.12.
I find out this idea pretty nice if you compare it with other guns ideas. However, I maybe would like to suggest little RPG system. That means, to shoot bow perfectly, you need training, a lot of trainings, players must grind their bow levels, while long-reloading, small-damaging, smokey arquebuses doesn't require any trainings, you can just pick bundle of newbies, arm them with arquebuses and tell them how to reload and shoot, while bow masters would require some grind (and also this would make mob farm even more vital) so they would master bow.
awesome idea
Notch, Mojang, and Jeb have stated very clearly that guns will not be added to the game.
-by me, duh!
The proponents of guns may as well be Bonnie Tyler; they're holding out for a stoic and steadfast devteam (Mojang) to completely about face on a design precept.
While I've seen many good gun concepts in here; I haven't found one I really enjoyed. With that said; this suggestion exists as an "eventually, someone convinced Mojang to add guns" type of thinktank.
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I believe both have in a later interview. But dev team acceptance (oddly) isn't the topic of the discussion; but rather the efficacy of any fire arm should they exist.
As I've played Minceraft, I've come to a desire to see more varied versions of attacks. We have a short-range and long-range attack with swords/axes and bows. We don't actually have anything especially useful vs small groups save splash potions/TNT.
What if we had a weapon that was capable of medium-range spread that hit all targets for average damage. The damage is not insignificant, but fully enchanted, would still be outclassed by the sword and bow in sheer single-target power. But it would be an area damage king.
An ancient shotgun would be a useful tool in such situations. It takes a while to reload; and while unloaded, would be as useful as a pick axe in terms of melee damage.
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A chance to backfire and explode on you, like many early guns did, would make this a quite balanced item