Hello I am very new to this site and this is my first post. I had a few interesting ideas that I would like to get feedback on however, I may not be able to reply back for awhile due to being busy in college. Well if we shall get started it is kind of long so bear with me.
Pigmen/Testificates: I had a few ideas regarding these npcs. The Pigmen could function just like the Testificates and have their own towns with possibly their own profession differences, style of buildings and clothes. When a Testificate village is spawned or a Pigmen village is spawned within a map it could have either be hostile or friendly. What I mean by this is a Pigmen village could be spawned and it could be hostile or friendly and vice versa to a nearby Testificate village. These two types of villages have a chance to spawn within“radar” of each other to sense that they are there. Say a Testificate village was spawned upon village creation, restored from desolation, or created and it was friendly toward Pigmen. There just so happened to be a Pigmen village within a 100-200 block radius, or possible on the end of far view from each village, these villages could interact. If both were friendly toward each other there could be a special profession in each village know as a traveling trader or caravan. These traders could travel to the other town, or others of its kind, and trade goods back and forth increasing their relationship. Trading could include wheat being traded to a desert town for a higher price than normal or traded for something there such as sand, sandstone, cactus, cactus greens, or green dyes. These goods can then be brought back to that trader’s town and traded to a different town or to the player. The player could also trade with the trader or caravan along the road, as well as attack the caravan for its goods. There could also be a rare occurrence where a small-large village is spawned with a friendly populace of both Pigmen and Testificates. However friendly villages will not always happen, a Testificate village could be friendly to a Pigmen village while the Pigmen village could be hostile to the Testificate village and vice versa or both hostile toward each other. If this was the case raiding parties, varying in size, could be sent out to each other to pillage and make war. If two raiding parties are sent out to pillage each other’s towns they have the chance of meeting along the way and battling there. The victor would then continue on toward the village or if lacking numbers from high causalities could retreat back to the village to heal and possibly try again later. If a hostile town of Pigmen was to raid or come into contact with a friendly village of Testificates or vice versa the friendly group would attempt to socialize. The hostile group would eventually attack the friendly group causing the friendly group to become hostile to the town the hostile group comes from. There is the possibility that during a raid or war a town could be wiped out due to the deaths of the populace and the player would have to restore it if desired. Raiding parties or war parties from a town the player has bed relations with will attempt to attack and kill the player thus giving the option of the player to participate in raiding and wars between the two, either on a side or not. This could open up two new ways/ quests for the player to undertake and gain either emeralds, experience, or both. One way is the player could contact a “leader or general” of a raiding band, war band, or possibly the village it’s self. The player then could chose to take two paths between two villages hostile to each other, one being a mercenary role and the other a diplomat role. The mercenary role would consist of being paid emeralds to participate in a raiding or war on the other town that is upcoming (a meeting place and certain amount of days from then could be set) or one that is in progress. This would damage your relations with the other town as you would be killing members of the other town, you could gain experience from the killings. However your relation of the town you were hired by could be worsened by not participating or going to the other town and letting them know being paid in emeralds for the information and hired as a mercenary on their side. Each village will not know when you are hired as a mercenary until you participate and attack someone from the village. That way you could fake being on the side that hired you first and attack them when desired. Friendly fire would be tolerated to an extent by your side after attacking the other side first. The role of the diplomat would be to undertake a series of quests that would require communication between the villages to increase their relationship toward each other. You would be paid upon success with emeralds and a significant amount of experience. Diplomat quest length would vary. Be cautious however as the diplomat quest if participated in wrong could worsen the relation and thus the player would not be paid. Village’s relationships could fluctuate up and down every once and a while until reaching a certain bad point, where diplomatic quests are required, or a certain good point, where peace would be established (which the player could disrupted and began the process all over again with a sabotage quest received from a villager both Testificate or Pigmen where the player will not be known as the perpetrator). If the sabotage quest is not taken when offered the NPC offering the quest will continue on as the peaceful NPC it was until offered again.
Raiding and War bands: To make this possible a new building could be added know as a barracks or a fort being large or small. Player made barracks and forts will be recognized by certain NPC professions as what they are by the ratio of certain materials i.e. almost all cobble or similar materials. Also three new professions could be added. (Note these professions do not have to render the use of the Iron Golem obsolete for larger villages.) The first profession could be a militia profession. This profession would look exactly like any noncombatant profession except they carry a wooden sword. The militia profession would also trade like normal based on profession chosen for them by the computer. The weapons of each profession would not be equipped and visible except for hostile situations i.e. a raiding party, war band, or a player committing hostile actions. The second and third professions however, would not sell things to the player only buy certain items. The second profession could be a guard profession with a unique look or giving a generic look and wearing a leather tunic and helmet to full leather gear. This profession could either be spawned as an archer NPC or a melee NPC. Melee NPC guards will be equipped with a stone sword that also is only equipped, much like the bow and wooden sword, during hostile situations. This guard profession could buy weapons and armors from the player of varying materials. The more you sell the more options of what to sell become available. If you sell a diamond sword and armor pieces to a guard that guard will then use the sword in hostile situations until it breaks as well as equipped the armor until it breaks. Note if you sell a high grade sword or armor that guard will not want anything else below that grade until his current equipment breaks due to usage. The third class could be the soldier class and could be spawned with either a bow or iron sword and an iron chest plate and helmet to full iron gear. The soldier class will trade much like the above guard class except they are the only combatant class that could ask for enchanted gear of the same quality (material) or high then their current set.
Raids: To make the idea of raids seem more real the self awareness boost to villages and villagers could allow them to visibly gather certain resources such as wheat, carrots, potatoes, pumpkins, wool and various other goods within the town’s radar or the traveling trader’s or caravan’s radar.
Player created towns or restored towns: Possibly have a quest where the town lacks a leader or an existing town has a corrupt leader and be able to become the leader of the town. Then the player could use the military as he or she sees fit maybe even certain special quests from the villagers and possible taxation every so many days. Although I find this idea to be the least possible and would not be sad if it was undoable or unpleasant in the game.
Controllable Pigs: It future updates it has been noted that pigs with saddles could be controlled with a carrot on a fishing pole. Craft able leather packs or a chest could be placed on the pig to give it more of a use then just a fancy way or faster way to travel. The packs or chest could be opened by activating them much like a chest placed on the ground.
Traveling traders/Caravans: There could be only be Traveling traders or caravans as a profession instead of both or include both. The profession could start as one traveling trader walking to trade goods and over time gains a saddled pig to house more goods, which may vary in type and amount, which would be used to travel between towns faster. If a Caravan trader is present when a traveling trader is spawned the traveling trader will follow the caravan trader and eventually gain his own mount thus creating an actual caravan. A way to restrict this could possibly be that that of course the two towns would have to be friendly and also the player would have to have made a gravel road (cobble stone stairs included) between the two towns which the caravans and traveling traders would use as a path between the villages. The player could use this to also play along as a trader. A blockade of a road (blocks other then gravel placed across the length or the road would cause the traders and caravans to turn around and either head a different direction to another town or back home. Traders and caravans could travel to a few towns before returning home if the towns come within their “radar” and want a good that is being carried.
Professions: A new profession could possibly be a carpenter that harvests and replants a grove of trees owned by that NPC and a cobble stone generator to rebuild damage done to existing village buildings. This profession could also sell and buy wood as well as certain items such as wooden doors to and from the player.
Thank you to those that took the time to read this I know it is very long. I am eager to read your comments. Like it or don't like it. Once again I may not reply for awhile as I am busy at college. Thank you again.
To Epicness1324: I actually agree with you. This list is a bunch of ideas a friend of mine and I have had and have talked about. The huge section on clashing villages was just our longest discussion on an idea.. I believe clashing villages would cause problems, have little chance being liked by developers and too complicated to code. However there are other ideas other then that in this list and I urdge you to read further if you haven't already. I would like to see a very watered down version of that idea though. I think adding a guard villager would be nice to protect the village from mobs. That way the village wouldn't depend solely upon myself or an iron golem to protect it.
Pigmen/Testificates: I had a few ideas regarding these npcs. The Pigmen could function just like the Testificates and have their own towns with possibly their own profession differences, style of buildings and clothes. When a Testificate village is spawned or a Pigmen village is spawned within a map it could have either be hostile or friendly. What I mean by this is a Pigmen village could be spawned and it could be hostile or friendly and vice versa to a nearby Testificate village. These two types of villages have a chance to spawn within“radar” of each other to sense that they are there. Say a Testificate village was spawned upon village creation, restored from desolation, or created and it was friendly toward Pigmen. There just so happened to be a Pigmen village within a 100-200 block radius, or possible on the end of far view from each village, these villages could interact. If both were friendly toward each other there could be a special profession in each village know as a traveling trader or caravan. These traders could travel to the other town, or others of its kind, and trade goods back and forth increasing their relationship. Trading could include wheat being traded to a desert town for a higher price than normal or traded for something there such as sand, sandstone, cactus, cactus greens, or green dyes. These goods can then be brought back to that trader’s town and traded to a different town or to the player. The player could also trade with the trader or caravan along the road, as well as attack the caravan for its goods. There could also be a rare occurrence where a small-large village is spawned with a friendly populace of both Pigmen and Testificates. However friendly villages will not always happen, a Testificate village could be friendly to a Pigmen village while the Pigmen village could be hostile to the Testificate village and vice versa or both hostile toward each other. If this was the case raiding parties, varying in size, could be sent out to each other to pillage and make war. If two raiding parties are sent out to pillage each other’s towns they have the chance of meeting along the way and battling there. The victor would then continue on toward the village or if lacking numbers from high causalities could retreat back to the village to heal and possibly try again later. If a hostile town of Pigmen was to raid or come into contact with a friendly village of Testificates or vice versa the friendly group would attempt to socialize. The hostile group would eventually attack the friendly group causing the friendly group to become hostile to the town the hostile group comes from. There is the possibility that during a raid or war a town could be wiped out due to the deaths of the populace and the player would have to restore it if desired. Raiding parties or war parties from a town the player has bed relations with will attempt to attack and kill the player thus giving the option of the player to participate in raiding and wars between the two, either on a side or not. This could open up two new ways/ quests for the player to undertake and gain either emeralds, experience, or both. One way is the player could contact a “leader or general” of a raiding band, war band, or possibly the village it’s self. The player then could chose to take two paths between two villages hostile to each other, one being a mercenary role and the other a diplomat role. The mercenary role would consist of being paid emeralds to participate in a raiding or war on the other town that is upcoming (a meeting place and certain amount of days from then could be set) or one that is in progress. This would damage your relations with the other town as you would be killing members of the other town, you could gain experience from the killings. However your relation of the town you were hired by could be worsened by not participating or going to the other town and letting them know being paid in emeralds for the information and hired as a mercenary on their side. Each village will not know when you are hired as a mercenary until you participate and attack someone from the village. That way you could fake being on the side that hired you first and attack them when desired. Friendly fire would be tolerated to an extent by your side after attacking the other side first. The role of the diplomat would be to undertake a series of quests that would require communication between the villages to increase their relationship toward each other. You would be paid upon success with emeralds and a significant amount of experience. Diplomat quest length would vary. Be cautious however as the diplomat quest if participated in wrong could worsen the relation and thus the player would not be paid. Village’s relationships could fluctuate up and down every once and a while until reaching a certain bad point, where diplomatic quests are required, or a certain good point, where peace would be established (which the player could disrupted and began the process all over again with a sabotage quest received from a villager both Testificate or Pigmen where the player will not be known as the perpetrator). If the sabotage quest is not taken when offered the NPC offering the quest will continue on as the peaceful NPC it was until offered again.
Raiding and War bands: To make this possible a new building could be added know as a barracks or a fort being large or small. Player made barracks and forts will be recognized by certain NPC professions as what they are by the ratio of certain materials i.e. almost all cobble or similar materials. Also three new professions could be added. (Note these professions do not have to render the use of the Iron Golem obsolete for larger villages.) The first profession could be a militia profession. This profession would look exactly like any noncombatant profession except they carry a wooden sword. The militia profession would also trade like normal based on profession chosen for them by the computer. The weapons of each profession would not be equipped and visible except for hostile situations i.e. a raiding party, war band, or a player committing hostile actions. The second and third professions however, would not sell things to the player only buy certain items. The second profession could be a guard profession with a unique look or giving a generic look and wearing a leather tunic and helmet to full leather gear. This profession could either be spawned as an archer NPC or a melee NPC. Melee NPC guards will be equipped with a stone sword that also is only equipped, much like the bow and wooden sword, during hostile situations. This guard profession could buy weapons and armors from the player of varying materials. The more you sell the more options of what to sell become available. If you sell a diamond sword and armor pieces to a guard that guard will then use the sword in hostile situations until it breaks as well as equipped the armor until it breaks. Note if you sell a high grade sword or armor that guard will not want anything else below that grade until his current equipment breaks due to usage. The third class could be the soldier class and could be spawned with either a bow or iron sword and an iron chest plate and helmet to full iron gear. The soldier class will trade much like the above guard class except they are the only combatant class that could ask for enchanted gear of the same quality (material) or high then their current set.
Raids: To make the idea of raids seem more real the self awareness boost to villages and villagers could allow them to visibly gather certain resources such as wheat, carrots, potatoes, pumpkins, wool and various other goods within the town’s radar or the traveling trader’s or caravan’s radar.
Player created towns or restored towns: Possibly have a quest where the town lacks a leader or an existing town has a corrupt leader and be able to become the leader of the town. Then the player could use the military as he or she sees fit maybe even certain special quests from the villagers and possible taxation every so many days. Although I find this idea to be the least possible and would not be sad if it was undoable or unpleasant in the game.
Controllable Pigs: It future updates it has been noted that pigs with saddles could be controlled with a carrot on a fishing pole. Craft able leather packs or a chest could be placed on the pig to give it more of a use then just a fancy way or faster way to travel. The packs or chest could be opened by activating them much like a chest placed on the ground.
Traveling traders/Caravans: There could be only be Traveling traders or caravans as a profession instead of both or include both. The profession could start as one traveling trader walking to trade goods and over time gains a saddled pig to house more goods, which may vary in type and amount, which would be used to travel between towns faster. If a Caravan trader is present when a traveling trader is spawned the traveling trader will follow the caravan trader and eventually gain his own mount thus creating an actual caravan. A way to restrict this could possibly be that that of course the two towns would have to be friendly and also the player would have to have made a gravel road (cobble stone stairs included) between the two towns which the caravans and traveling traders would use as a path between the villages. The player could use this to also play along as a trader. A blockade of a road (blocks other then gravel placed across the length or the road would cause the traders and caravans to turn around and either head a different direction to another town or back home. Traders and caravans could travel to a few towns before returning home if the towns come within their “radar” and want a good that is being carried.
Professions: A new profession could possibly be a carpenter that harvests and replants a grove of trees owned by that NPC and a cobble stone generator to rebuild damage done to existing village buildings. This profession could also sell and buy wood as well as certain items such as wooden doors to and from the player.
Thank you to those that took the time to read this I know it is very long. I am eager to read your comments. Like it or don't like it. Once again I may not reply for awhile as I am busy at college. Thank you again.
No support
I am ninja'd far too often.