Secondary: 4/4: Regeneration/ Level II Effect/ Negative Effect
New Behaviors:
-A beacon keeps track of who has given it an offering. After the initial set up the beacon's chosen power becomes permanent, until the beacon is broken, the block components under the beacon are moved, or maybe a 'deactivate button' is pressed. From then on everyone that wants to benefit from the beacons power must give it an offering in its gui. The item used to activate the beacon is the first offering. When the beacon "deactivated", the offerings list is wiped.
- The secondary negative effect works like the Level II effect where after choosing a Primary, the objects negative effect appears in the "Secondary" effect list. Activating the Negative Effect.... effect... causes the chosen primary effect to turn into its negative equivalent:
The Negative Effect power also turns the offering list from a whitelist - of sorts - to a blacklist. So while the effect is active, anyone on the beacons offering list will not be effected by the the beacons negative effects. With the exception of night vision/blindness, each effect would cancel each other out.
-Beacon not "deactivated" by blocks directly over it, just neutralized. So if a blocks is placed over it, the effect it produces will simply not be applied to players and the beacons ray will be shut off. Upon removal of the above blocks, the beacon will resume its effects.
-Glass Blocks (specifically) do not obstruct the beacons activity.
The only thing I really like from this post is the ability to create negative effects.
Well; I think that negative effects from beacons is an awesome idea. However a "negative beacon" that is only useful in adventure maps and for challenges in heavily modified servers is not good enough to actually make it into the game. I was trying to come up with an idea that made beacons in general useful in multiplayer and negative beacon effects possible, useful, and reasonable.
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Please stop crying. I can't interrogate you while you're crying.
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Primary:
1/4: Speed/Haste
2/4: Jump/Night Vision
3/4: Defense/Sharpness
Secondary:
4/4: Regeneration/ Level II Effect/ Negative Effect
New Behaviors:
-A beacon keeps track of who has given it an offering. After the initial set up the beacon's chosen power becomes permanent, until the beacon is broken, the block components under the beacon are moved, or maybe a 'deactivate button' is pressed. From then on everyone that wants to benefit from the beacons power must give it an offering in its gui. The item used to activate the beacon is the first offering. When the beacon "deactivated", the offerings list is wiped.
- The secondary negative effect works like the Level II effect where after choosing a Primary, the objects negative effect appears in the "Secondary" effect list. Activating the Negative Effect.... effect... causes the chosen primary effect to turn into its negative equivalent:
Speed - Slowless.
Haste - Mining Fatigue.
Jump boost - No hops
Night vision - Blindness
Defense - Weakened Defense
Sharpness - Weakness
The Negative Effect power also turns the offering list from a whitelist - of sorts - to a blacklist. So while the effect is active, anyone on the beacons offering list will not be effected by the the beacons negative effects. With the exception of night vision/blindness, each effect would cancel each other out.
-Beacon not "deactivated" by blocks directly over it, just neutralized. So if a blocks is placed over it, the effect it produces will simply not be applied to players and the beacons ray will be shut off. Upon removal of the above blocks, the beacon will resume its effects.
-Glass Blocks (specifically) do not obstruct the beacons activity.
why?
Well; I think that negative effects from beacons is an awesome idea. However a "negative beacon" that is only useful in adventure maps and for challenges in heavily modified servers is not good enough to actually make it into the game. I was trying to come up with an idea that made beacons in general useful in multiplayer and negative beacon effects possible, useful, and reasonable.