Consider the current combat of minecraft involving mobs; It most often involves a direct charge of the foe with leftward strafing and an occasional potion. Enemy mobs also fail to have almost any tactical interaction (minus Skeles riding Spiders and Silverfish[Stretching the term tactical]). However, if such a mob existed that provided correlation in enemy attack, such combat could be improved and built on, not so much as by brute force but by rather a tactic aspect. And such a mob developed named the Groomer could be an improvement to this factor of gameplay.
Name: Groomer (Because it is somewhat 'nice' to enemy mobs) Appearance: A dark black smoke with a humanoid shaped head but with green eyes and pure black skin. (somewhat like the blaze but without spinning fire blocks and with darkness themed skin) Spawn: Light level 1 or less (Doesn't spawn in standard night conditions or under standard trees [Non standard example: Thick layers of rainforest trees]). Doesn't spawn on easy. Health: 9 (4.5 hearts) Drops: Shadow Dust (A bit cliche) Can be used to apply a random potion effect to the consumer. Damage: N/A Abilities: - AI improvement (Explained below) - Monster party (Explained below) - Fear of light (Same effect as a creeper to an octelot; Runs from light 10 or higher) - Undead (Burns in sun) - Monster Support (Explained below)
Monster Party
This ability may seem like the gist of this monster, but it isn't. This ability has a set of traits:
1. First off, this ability causes enemy mobs to stay near this unit. The maximum amount of units following the party is 5, not including the Groomer. They can stray up to 5 blocks (radius) from the Groomer.
2. Mobs following the Groomer have a modified AI as shown below.
3. Monsters in the party can be subject to the effects of monster support.
4. The only monsters that can be in a party are: Zombies, Creepers, Skeles, and Spiders. The Groomer will only accept a spider jockey if there are at least 2 party slots open.
5. Enemy mobs within 7 blocks (radius) join the party of the Groomer, if it's not full.
Monster Support
This ability lets the Groomer have a say in what happens in combat. There is a daily (20 minute) half-day (10 minute) 'spell', a smaller 1-minute cooldown 'spell', and a passive boost the Groomer offers. Power Spells (only one):
10% - None
40% - Fire resistance - The Groomer applies a 1-minute fire resistance perk to all party members. This activates if either the player has attacked using a fire weapon or during sunrise. In turn, the Groomer takes 3 hearts/ 6 points damage (works for 2 minutes if cast during sunrise).
50% - Invisibility - The Groomer applies an invisibility effect to the whole party. This activates when the party is aggressive and sees the player. When the party starts to follow the player, the party is invisible for 10 seconds (just enough to sneak up on the player). Normal Spells (Any number):
30% - Heal - The Groomer increases the health of the monster in the party with the lowest health. Heals by 5 points/ 2.5 hearts. This does not damage undead units. This does not affect charged creepers.
30% - Strengthen - The Groomer applies a strengthen effect to a random mele unit. Increases damage by 2.5. Does not weaken undead.
Kinda unsure about what other spells could be used... Passive Effects (Only one) [Now showing nerfed values in underline]
10% - Creeper Perk - When a creeper joins the party, the Groomer will strike it with powerful lightening, turning the creeper into it's charged state and dealing 15 damage.
50% - Zombie Perk - When a zombie joins the party, if it has no weapon, it will gain a stone sword. This only works on a zombie with no equipment and can only be used once.
40% - Skele/Spider Perk - If both a skele and a spider are in the party, they become a spider jockey. The spider jockey is treated as 2 members of the party. A party can only have 1 spider jockey.
AI Improvement
The AI for certain combinations of monsters varies, so certain conditions must be met for each initiative. The AI functions are listed in priority order, so if both requirements for the AI are met, the higher one is chosen. Creeper+Zombie/Spider Initiative (At least one creeper and one zombie and/or spider)
The mele zombie(s) and/or spider(s) walk backwards away from the player while the creeper rushes ahead and explodes. The mele units will not try and approach the player while the creeper is still alive, but the creeper will explode regardless of range if it doesn't explode after 10 seconds of initiated combat. The mele units will return to the front lines after the kamikaze. Zombie/Spider only Initiative (At least 2 zombies and/or spiders in group)
The Z/S will rush up to the player and attack while running. They will attempt to dash if the gods nicknamed developers are pleased with this, dealing critical damage. Combat goes as normal. Creeper and Skeleton only Initiative (Only creepers and skeles)
The skeles will target the player and start attacking while the creepers attempt to surround the player. They will not explode until they at least attempt to surround the player. Charge! (Any other combination)
All mele units run to their death! All mele units run forwards all at once while ranged units support. Mid-Combat AI:
During combat but not before the initiative, the units of the party will follow the modified ai:
Zombies - If there is more than one zombie, try and space all units evenly. Same with spiders. If there are skeles in the party, take a step back every so often and let the skeles have a good shot at the player.
Spiders - If the player wields a bow and the spider is a jockey, strafe left and right.
Creepers - Suicide attempt.
Skeletons - Stay a good distance away from the player. Fire when the mele's take a step back.
Iron golems - Mele units lure the golem and skeles attack it. Mele do not engage.
Octelot - If creepers are in the party, make the first priority to kill.
Torch - If a torch is scaring the Groomer, try to attack the torch run from any other light source. Groomer AI:
If there are x units in the party...
0 - 1 : Whole party flees on sight.
2 - 3 : Do not try to approach player, but if in range, attack.
4 - 5 : Engage player on sight.
Endnote: This was more to be a concept for improve combat AI. It may not successfully be implemented in game, but will hopefully inspire a unique change in either the form of mob cooperation or AI.
Oh boy. This is probably one of the coolest suggestions I've seen in a bit. It's just, you know what happens with cool suggestions? They're hard to code.
Anyways, constructive criticism time. First of all, I think the passive perks should be removed. Honestly, an army of zombies with stone swords sounds a bit OP, same with an army of spider jockeys. And with charged creepers with 2 and a half hearts following, of course. I do like how only one will be used, but an army with any of these could be slightly OP for a player who isn't very far in the game. Plus, couldn't a groomer heal a charged creeper up to full health?
The spells are pretty cool. I like how the groomer is able to temporarily hide it's army, and help them out when morning comes. The normal spells are nice, too. However, I think the "daily" spells should be "half-daily spells." I'm sure there's a word for it that sounds better, but oh well. Instead of every 20 minutes, just every 10. If used as the sun sets, it's either nothing, invisibility, OR regeneration for 30 seconds. The monsters burn up in the day, and regain their HP at night. This is for any lucky mobs who live throughout the sun's wrath on the undead.
I like this idea a LOT though. However, I realized you have no drop. Maybe some type of consumable shadow smoke that gives the player a random buff when 'eaten'? This could be fire resistance, speed, strength, regeneration, instant health, or resistance. Each buff would last a certain amount of time based on the resistance.
Fire R.: 3 minutes
Resistance: 3 minutes
Speed: 2 and a half minutes
Strength: 2 minutes
Regeneration: 1 minute
Instant Health: --------
However, to nerf the shadow smoke a small bit, it has a low chance of giving a negative effect, which is either withering, poison, or instant damage.
Custom texture that I'm really not in the mood to enlarge or revise ATM:
Anyways, as I've said at least 3 times as of now, this is a VERY cool idea. Support.
tl;dr: I give some feedback about the thing and suggest it drops shadow smoke which is consumable and randomly gives the player one of 6 buffs but has a 10% chance to give a debuff.
The AI improvements sound very complicated, I might rather see some of them as the default AI for each mob. I don't think the whole "monster party" is the best idea, but I think something similar should be part of the mob; why not just make it attracted to large groups of hostile mobs?
I would suggest changing the whole Monster Support idea, so that there is only one category. Then reduce the cooldown for most things, but make them weaker as well. For example, invisibility shouldn't last as long, maybe three seconds? I like the lightning creeper idea, but I think it would be better to have the Groomer (I think the name might need a tweak or two) randomly hit mobs with lightning, so creepers will occasionally become charged. You would still get charged creepers, but also mobs with reduced health. Here are my spell ideas:
Fire resistance
Poison resistance
(Slight) resistance to enchanted weapons (not sure about this one)
Speed
Strength
Health
Regeneration
Sun protection
Invisibility
Fall damage/drowning protection
I think most of these should be very short-lived and weak, and especially not longer than it takes for the Groomer to cast another spell. They might also only provide partial protection.
Definitely a creative idea, I would very much like to see a support mob in-game, and I'm happy to elaborate on anything you wish.
I like a lot of this idea, but I'm not really a fan of the bonuses to their AI when certain mobs are in the "party". I would rather just see smarter mobs in general. Not too much smarter, just some better pathfinding, Spider Jockeys actually working well (instead of the Spider charging in while the Skeleton shoots, then running up a wall and forcing the Skeleton to suffocate in the ceiling).
I'm going to say what I would like changed, but as usual when I see a suggestion with a lot of good ideas I have a ton of little changes I would make so I would probably be better off coming up with my own mob idea for them. So they are in spoilers:
I like the Spider Jockey passive effect, but not so much the other ones. I would rather see a slight increase to Zombie movement speed (faster than walking, not as fast as a Spider) instead of the current Zombie buff, and maybe make Creepers explode slightly more powerfully.
The spells are okay, but I really think it might get to be too much for a player considering the possible buff. I know it is supposed to be strong but with the Power Spell, regular spells, and a possible buff that might be overwhelming. I would possibly cut or reduce the spell effects, and in return make the buffs apply to any mobs within the party. So all zombies in the party would be slightly faster, all Creepers would do slightly more damage on explosions. But I agree with there only being one Spider Jockey maximum.
Finally, I would remove the Groomer AI because personally I just don't like it. I would rather make so if you kill the Groomer all mobs in that party would get a Weakness debuff and a Fear debuff that causes them to flee the player for 5-10 seconds. For a bonus for being able to take it out when it is surrounded by buffed mobs.
Yeah I think I might try and make my own mob idea. I don't want to try and steal your idea or take your thunder, but you inspired me a little bit.
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I like the concept of mob parties but do we really need a new mob for that? Why can mobs not sense that if they are aggravated, call other mobs and then they do this party thing? They could even go in mock formation with creepers and skeletons at the front and zombies at the back.
Sounds like a great idea, but an addition could be that it could use different effects on allies and different ammount of mobs in group depending on difficulity level.
Name: Groomer (Because it is somewhat 'nice' to enemy mobs)
Appearance: A dark black smoke with a humanoid shaped head but with green eyes and pure black skin. (somewhat like the blaze but without spinning fire blocks and with darkness themed skin)
Spawn: Light level 1 or less (Doesn't spawn in standard night conditions or under standard trees [Non standard example: Thick layers of rainforest trees]). Doesn't spawn on easy.
Health: 9 (4.5 hearts)
Drops: Shadow Dust (A bit cliche) Can be used to apply a random potion effect to the consumer.
Damage: N/A
Abilities:
- AI improvement (Explained below)
- Monster party (Explained below)
- Fear of light (Same effect as a creeper to an octelot; Runs from light 10 or higher)
- Undead (Burns in sun)
- Monster Support (Explained below)
Monster Party
This ability may seem like the gist of this monster, but it isn't. This ability has a set of traits:
1. First off, this ability causes enemy mobs to stay near this unit. The maximum amount of units following the party is 5, not including the Groomer. They can stray up to 5 blocks (radius) from the Groomer.
2. Mobs following the Groomer have a modified AI as shown below.
3. Monsters in the party can be subject to the effects of monster support.
4. The only monsters that can be in a party are: Zombies, Creepers, Skeles, and Spiders. The Groomer will only accept a spider jockey if there are at least 2 party slots open.
5. Enemy mobs within 7 blocks (radius) join the party of the Groomer, if it's not full.
Monster Support
This ability lets the Groomer have a say in what happens in combat. There is a
daily (20 minute)half-day (10 minute) 'spell', a smaller 1-minute cooldown 'spell', and a passive boost the Groomer offers.Power Spells (only one):
10% - None
40% - Fire resistance - The Groomer applies a 1-minute fire resistance perk to all party members. This activates if either the player has attacked using a fire weapon or during sunrise. In turn, the Groomer takes 3 hearts/ 6 points damage (works for 2 minutes if cast during sunrise).
50% - Invisibility - The Groomer applies an invisibility effect to the whole party. This activates when the party is aggressive and sees the player. When the party starts to follow the player, the party is invisible for 10 seconds (just enough to sneak up on the player).
Normal Spells (Any number):
30% - Heal - The Groomer increases the health of the monster in the party with the lowest health. Heals by 5 points/ 2.5 hearts. This does not damage undead units. This does not affect charged creepers.
30% - Strengthen - The Groomer applies a strengthen effect to a random mele unit. Increases damage by 2.5. Does not weaken undead.
Kinda unsure about what other spells could be used...
Passive Effects (Only one) [Now showing nerfed values in underline]
10% - Creeper Perk - When a creeper joins the party, the Groomer will strike it with powerful lightening, turning the creeper into it's charged state and dealing 15 damage.
50% - Zombie Perk - When a zombie joins the party, if it has no weapon, it will gain a stone sword. This only works on a zombie with no equipment and can only be used once.
40% - Skele/Spider Perk - If both a skele and a spider are in the party, they become a spider jockey. The spider jockey is treated as 2 members of the party. A party can only have 1 spider jockey.
AI Improvement
The AI for certain combinations of monsters varies, so certain conditions must be met for each initiative. The AI functions are listed in priority order, so if both requirements for the AI are met, the higher one is chosen.
Creeper+Zombie/Spider Initiative (At least one creeper and one zombie and/or spider)
The mele zombie(s) and/or spider(s) walk backwards away from the player while the creeper rushes ahead and explodes. The mele units will not try and approach the player while the creeper is still alive, but the creeper will explode regardless of range if it doesn't explode after 10 seconds of initiated combat. The mele units will return to the front lines after the kamikaze.
Zombie/Spider only Initiative (At least 2 zombies and/or spiders in group)
The Z/S will rush up to the player and attack while running. They will attempt to dash if the gods nicknamed developers are pleased with this, dealing critical damage. Combat goes as normal.
Creeper and Skeleton only Initiative (Only creepers and skeles)
The skeles will target the player and start attacking while the creepers attempt to surround the player. They will not explode until they at least attempt to surround the player.
Charge! (Any other combination)
All mele units run to their death! All mele units run forwards all at once while ranged units support.
Mid-Combat AI:
During combat but not before the initiative, the units of the party will follow the modified ai:
Zombies - If there is more than one zombie, try and space all units evenly. Same with spiders. If there are skeles in the party, take a step back every so often and let the skeles have a good shot at the player.
Spiders - If the player wields a bow and the spider is a jockey, strafe left and right.
Creepers - Suicide attempt.
Skeletons - Stay a good distance away from the player. Fire when the mele's take a step back.
Iron golems - Mele units lure the golem and skeles attack it. Mele do not engage.
Octelot - If creepers are in the party, make the first priority to kill.
Torch - If a torch is scaring the Groomer, try to attack the torch run from any other light source.
Groomer AI:
If there are x units in the party...
0 - 1 : Whole party flees on sight.
2 - 3 : Do not try to approach player, but if in range, attack.
4 - 5 : Engage player on sight.
Endnote: This was more to be a concept for improve combat AI. It may not successfully be implemented in game, but will hopefully inspire a unique change in either the form of mob cooperation or AI.
Anyways, constructive criticism time. First of all, I think the passive perks should be removed. Honestly, an army of zombies with stone swords sounds a bit OP, same with an army of spider jockeys. And with charged creepers with 2 and a half hearts following, of course. I do like how only one will be used, but an army with any of these could be slightly OP for a player who isn't very far in the game. Plus, couldn't a groomer heal a charged creeper up to full health?
The spells are pretty cool. I like how the groomer is able to temporarily hide it's army, and help them out when morning comes. The normal spells are nice, too. However, I think the "daily" spells should be "half-daily spells." I'm sure there's a word for it that sounds better, but oh well. Instead of every 20 minutes, just every 10. If used as the sun sets, it's either nothing, invisibility, OR regeneration for 30 seconds. The monsters burn up in the day, and regain their HP at night. This is for any lucky mobs who live throughout the sun's wrath on the undead.
I like this idea a LOT though. However, I realized you have no drop. Maybe some type of consumable shadow smoke that gives the player a random buff when 'eaten'? This could be fire resistance, speed, strength, regeneration, instant health, or resistance. Each buff would last a certain amount of time based on the resistance.
Fire R.: 3 minutes
Resistance: 3 minutes
Speed: 2 and a half minutes
Strength: 2 minutes
Regeneration: 1 minute
Instant Health: --------
However, to nerf the shadow smoke a small bit, it has a low chance of giving a negative effect, which is either withering, poison, or instant damage.
Poison: 1 minute
Withering: 45 seconds
Instant Damage: --------
Custom texture that I'm really not in the mood to enlarge or revise ATM:
Anyways, as I've said at least 3 times as of now, this is a VERY cool idea. Support.
tl;dr: I give some feedback about the thing and suggest it drops shadow smoke which is consumable and randomly gives the player one of 6 buffs but has a 10% chance to give a debuff.
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Retired StaffI would suggest changing the whole Monster Support idea, so that there is only one category. Then reduce the cooldown for most things, but make them weaker as well. For example, invisibility shouldn't last as long, maybe three seconds? I like the lightning creeper idea, but I think it would be better to have the Groomer (I think the name might need a tweak or two) randomly hit mobs with lightning, so creepers will occasionally become charged. You would still get charged creepers, but also mobs with reduced health. Here are my spell ideas:
- Fire resistance
- Poison resistance
- (Slight) resistance to enchanted weapons (not sure about this one)
- Speed
- Strength
- Health
- Regeneration
- Sun protection
- Invisibility
- Fall damage/drowning protection
I think most of these should be very short-lived and weak, and especially not longer than it takes for the Groomer to cast another spell. They might also only provide partial protection.Definitely a creative idea, I would very much like to see a support mob in-game, and I'm happy to elaborate on anything you wish.
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ModeratorI'm going to say what I would like changed, but as usual when I see a suggestion with a lot of good ideas I have a ton of little changes I would make so I would probably be better off coming up with my own mob idea for them. So they are in spoilers:
I like the Spider Jockey passive effect, but not so much the other ones. I would rather see a slight increase to Zombie movement speed (faster than walking, not as fast as a Spider) instead of the current Zombie buff, and maybe make Creepers explode slightly more powerfully.
The spells are okay, but I really think it might get to be too much for a player considering the possible buff. I know it is supposed to be strong but with the Power Spell, regular spells, and a possible buff that might be overwhelming. I would possibly cut or reduce the spell effects, and in return make the buffs apply to any mobs within the party. So all zombies in the party would be slightly faster, all Creepers would do slightly more damage on explosions. But I agree with there only being one Spider Jockey maximum.
Finally, I would remove the Groomer AI because personally I just don't like it. I would rather make so if you kill the Groomer all mobs in that party would get a Weakness debuff and a Fear debuff that causes them to flee the player for 5-10 seconds. For a bonus for being able to take it out when it is surrounded by buffed mobs.
Yeah I think I might try and make my own mob idea. I don't want to try and steal your idea or take your thunder, but you inspired me a little bit.
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