Quote from Sharshar
The IDEA of Morphing is super awesome, but as it stands (from what I can tell) everything is just massively overpowered. What I'd love to see is stuff like, "you can morph into the bat and fly, but you get blindness that turns off for 0.5 seconds every 2-3 seconds' (a pseudo echo location thing). I'm also hoping for stuff like, "you can only use items if the thing you morphed into can normally equip items" (ie if you chose a zombie you could use your sword/pick, but if you chose bat you couldn't use/place anything)
Aside from that having something you have to unlock or research before you can learn to morph into certain things would be awesome. Like at the start of the game you can only "learn" Zombies, and then through research (something like ArsMagica's talent system or Thaumcraft's research system) you can increase your "knowledge", which would allow you to learn to morph into new things.
That would be a very easy way to make some creatures (like bats, squid, etc.) be more mid-to-end-game only.
I'd prefer a multiblock structure that consumes enormous amounts of power to be what is required to morph a player. You've got the player in the surgical table or the nanomachine vat or the <technobabble> ray chamber, a supercomputer to run the thing, and to even use any of that you'd need to sequence the genes of the mobs you'd want to become (also would require a supercomputer). This could be done through Mad Science, with the gene sequencing mechanics that are already in that mod. On top of all that, this is also required to morph *back*, so if an errant creeper blows up your reactor you'd be stuck as a sheep or whatever. What purpose do punishing mechanics like that serve? Well, on the one hand, it's less overpowered with a potential drawback like that. On the other hand, it encourages the player to build backup machines in backup facilities.
...and that goes back to why I think this would be better. The unique thing about Minecraft is it's about building. It's not (by and large) about research minigames and it's definitely not about combat or else the combat wouldn't suck so much. A technological, build a big lab and some backups would be *all* about building. Engineering problems and tradeoffs would be presented for the design of the shapeshifting machine and the systems (energy, gene sequencing, PCR, computing power, safety) required to support it. Players would get a chance to exercise their artistic creativity, designing all of the facilities for this. It'd just fit with the game as a whole so much better (problems with the tech mod scene aside).
Also, blindness on bats would not only suck, it would suck more than life for a real bat because bats aren't actually blind.
e: and obviously any situation where the player can't use items and is also stuck as an animal would just be some I Wanna Be The Guy level annoying game design, so hell naw. Default-off config option at most.