I'm sure the idea of a gun has been suggested many times in the past, but here's my take on the idea, for whatever that's worth.
Pistol Crafting:
The pistol would never wear out, but the damage indicator would be used to indicate how many shots remained in the chambers. Loading the pistol would be done by crafting the pistol with the ammunition (bullets).
Bullets Crafting:
4 bullets would be created at a time.
The pistol would only hold 4 shots.
A fired bullet would follow these rules:
1. Inflict as much damage as a fully charged arrow from an unenchanted bow on most primary targets.
2. Would continue on through the target and potentially inflict half as much damage on a secondary target.
3. Ghasts and skeletons would take half damage. Skeletons because they have no flesh to hit and ghasts because of their etherial nature.
4. If a bullet hits a Creeper, there would be a 1 in 5 chance of the Creeper exploding instantly.
5. The maximum horizontal range of the bullet would be 64 blocks (metres).
The pistol could be wielded as a bludgeoning weapon but would inflict only half a heart more damage than bare hands.
Only allowing the pistol to hold 4 bullets and requiring it to be reloaded via crafting is for balance, to prevent the pistol from becoming an overpowered game-breaker.
Reducing damage to skeletons and ghasts and giving creepers a chance of exploding are meant to force the player to think a bit about whether or not the pistol is the best weapon for the job.
Making the bullet affect secondary targets is also to force players to think a bit, especially in cooperative multiplayer where the bullet could hit allies standing behind the enemy.
What do others think? Is my take on the idea good, bad or bleh?
I considered the idea of making the pistol 1-shot like a muzzle loader, but decided that this would make the pistol all but useless. I think that 4 shots gives a good balance. Useful without being overpowered.
I also considered the idea of making the pistol reloading more like a muzzle loader but rejected that as being too complicated.
Making the pistol scale to the full power of an unenchanted bow allows for the possible enchanting of pistols later, if it won't be a game-breaker.
Pistol Crafting:
The pistol would never wear out, but the damage indicator would be used to indicate how many shots remained in the chambers. Loading the pistol would be done by crafting the pistol with the ammunition (bullets).
Bullets Crafting:
4 bullets would be created at a time.
The pistol would only hold 4 shots.
A fired bullet would follow these rules:
1. Inflict as much damage as a fully charged arrow from an unenchanted bow on most primary targets.
2. Would continue on through the target and potentially inflict half as much damage on a secondary target.
3. Ghasts and skeletons would take half damage. Skeletons because they have no flesh to hit and ghasts because of their etherial nature.
4. If a bullet hits a Creeper, there would be a 1 in 5 chance of the Creeper exploding instantly.
5. The maximum horizontal range of the bullet would be 64 blocks (metres).
The pistol could be wielded as a bludgeoning weapon but would inflict only half a heart more damage than bare hands.
Only allowing the pistol to hold 4 bullets and requiring it to be reloaded via crafting is for balance, to prevent the pistol from becoming an overpowered game-breaker.
Reducing damage to skeletons and ghasts and giving creepers a chance of exploding are meant to force the player to think a bit about whether or not the pistol is the best weapon for the job.
Making the bullet affect secondary targets is also to force players to think a bit, especially in cooperative multiplayer where the bullet could hit allies standing behind the enemy.
What do others think? Is my take on the idea good, bad or bleh?
I also considered the idea of making the pistol reloading more like a muzzle loader but rejected that as being too complicated.
Making the pistol scale to the full power of an unenchanted bow allows for the possible enchanting of pistols later, if it won't be a game-breaker.