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    posted a message on MOBS MASTER LIST! - New and Improved
    Just to clarify, these are all enemy mobs, and only enemy mobs. No harmless wildlife here. I may make a thread for that as well.



    Grassland:
    Giant Armadillo (or some armoured animal)
    Eagles
    Giant Grubs (they tunnel and bite) *


    I prefer a Rhinoceros over an Armadillo, it'd make more sense. Also, dear God giant Grubs.

    Okay, I agree with that. Giant Grubs FTW! (That FTW can be either!)

    I like 'em extra-large (don't quote me out of context with that).

    XD Too late.

    Volcano:
    Lava Monster * (becomes a rock golem if you throw a freezing chemical bottle at it)
    Skeletons
    Creepers
    Fire Sprites

    Yes, I love Lava Monsters. As for Fire Sprites, elaborate on that a little more.

    Fire Sprites: Floating fireballs that have an attack that lights the player on fire. They travel in groups.

    This would probably my favorite if you replace Giant Squid with Kraken.

    Done.

    Island:
    Giant Albatross (not aggressive, notable - if you can sedate one and domesticate it, you can ride it)


    And what, that's it? Can I attack other Albatrosses on my Albatross (if you say yes, this suggestion redeems itself).

    Yes. Epic in-air albatross battle!

    Swamp:
    Creepers
    Zombies
    Skeletons
    Mud Monster * (lurks in deep mud, a large dangerous mob)


    Mud Monster should be able to harden over time and become (you guessed it!) a Rock Golem.

    I quite agree, though my original idea was that the mud monster was something biological. This is cool too.

    Mesa:
    Giant Grub *


    If that's the only, rare thing on that kind of map, this better be one hell of a giant grub you're talking about here. Like, Death Worm huge.

    Yes, they'd be pretty damn big. Death-worm style. Running into one unarmoured, mining in your tunnels, WILL kill you.

    Floating Island:
    Eagles
    Spiders


    Woah, woah, woah. You previously suggested other flying things in this thread, why did you only put in Eagles and Spiders?

    Okay, albatross can be included too. I'm not sure Aeorozoans belong here, though...
    If you can think of other flying enemies, feel free.

    Deep Caves:
    Demon *
    Lava Monster *
    Rock Golems


    AW YEAH. And then they can all combine and form a Demon Obsidian Golem for extra awesomeness attached.

    Sounds good, I guess.
    Above the Clouds:
    Aerozoans * (floating jellyfish with poisonous tendrils)
    Eagles
    Giant Albatross


    This is, by far, my most favorite suggestion ever. I seriously, now, want to giant fight flying jellyfish in the sky.

    XD YES. Me too, me too.


    Quote from Rodifan »
    The regions should also range from the number of monsters, depending how dangerous an area would be.


    I agree. However, most of this list will actually appear during the day, but only very rarely. The undead or arcane ones only appear at night. Actual animals don't catch on fire in sunlight.
    Posted in: Suggestions
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    posted a message on MOBS MASTER LIST! - New and Improved
    [size=xx-large]CONSIDERING SUGGESTION ON A CASE TO CASE BASIS
    NO NPC TYPES OR RPG TYPES WILL BE CONSIDERED
    [/size]
    I realize some of these are ridiculous. Not all the ideas are mine. I can't cite, due to memory lapse. Many are more complex models, that will be ... difficult... to render with the current blocky mob look. Some are just silly. I know. All in all there are a ****-load of them. I know not all could possibly be implemented. Some could be ride-able. This is my thread on riding mobs: http://www.minecraftforum.net/viewtopic.php?f=1&t=9204. Those denoted with * are rare. Those denoted with ** are EXTREMELY rare. Those denoted with *** are mega-monsters. Some assume that the map height is larger than it is now, or that it is variable in places. To read about the different terrains: http://www.minecraftforum.net/viewtopic.php?f=1&t=9847 or read the corollary terrain descriptions.
    Descriptions are provided once, there are no descriptions for the current mobs. Aggressive mobs are red, semi-aggressive are orange and non-aggressive are green. Beneficial mobs are blue. Those said to be carnivorous attack livestock mobs when they encounter them.

    [size=xx-large]Ruins:[/size]
    Zombies
    Skeletons
    Creepers
    Fire Sprites

      Floating fireballs, they attack you with fireballs (surprised?).


    [size=xx-large]Jungle:[/size]
    Lurkers
      A spider, with poisonous bites, and much smaller. Found in groups.

    Ants
      Much like a spider, but slower, cannot lunge, and travel in groups. They have high health and will attack Lurkers.
    Creepers
    Piranhas*
      Travel in groups of 5 - 7, in rivers, which are abundant in jungles. Extremely fast half-heart attacks.
    Quetzalcoatl*
      A Quetzl is a large, feathered, winged snake. It attacks by lunging and biting you, then evading and repeating. Moves fast and has high attack power. Carnivorous.
    Wild Boar
      A hairy pig with tusks, it protects its weaker brethren.
    Pigs
    Herring
      Small fish, travel in groups. Found in the rivers, and provide a bit of fish meat, which is useful in more complicated recipies and for feeding carnivorous domesticated mobs.

    [size=xx-large]Forest:[/size]
    Zombies
    Skeletons
    Creepers
    Spiders
    Wolves

      Fast, about as large as a spider, travel in packs. (Domestication?) They become non-aggressive at sunrise.They disappear in full daylight (no flames). Carnivorous.
    Deer
      Docile meat animal.
    Songbird
      A very tiny mob that flies. Provides a feather. Catch-able with a cage. If deadly gas is ever implemented, this could serve as an early warning system.
    Will 'o The Wisp**
      A very strange mob, a floating ball of energy, emitting a bit of light. Found in the night-time in clearings. It heals you and repels undead and arcane mobs.It is mainly stationary, floating in slow and arbitrary pattern. If you attack it or any non-hostile mobs in its presence, it becomes a dark wisp instantly.
    Forest Spirit***
      Very rarely, a player may encounter the forest spirit in the evening. The spirit floats and emits a bright light, and follows the player. While the forest spirit is your companion, no harm may come to you, arcane and undead mobs are burned to ashes in your presence and animal mobs do not attack you. The spirit fades with the coming of the sun.

    [size=xx-large]Grassland:[/size]
    Armourball*
      An armadillo-like creature, it rolls into a ball and attacks you by spinning, fast. Heavily armoured. Drops natural armour.
    Eagle
      Swoops down to attack you. Provides a feather.
    Mole Men
      Moles that walk on two feet. They tunnel and seek to destroy your buildings, very slowly. They travel in groups, underground. Very pesky. They drop random dirt, stone, or minerals.
    Giant Grub**
      Holy s***. Death worm style giant grub. It always travels a few blocks beneath the ground, tunnelling. It doesn't actively seek to attack you, but if in its way, you're in for some serious damage.
    Equus
      Small horse-like mob, it doubles as a catch-able mount. It moves fast, and stays stationary to graze.
    Bison
      Big, docile mob. Kill it for meat, or domesticate it.
    Songbird
    Mole
      It digs a small tunnel downward, seeking out valuable minerals. It doesn't pick them up, but rather leaves them scattered. They have a short lifetime. It can be very nice to find a mole hole, full of coal, iron, or even diamonds.

    [size=xx-large]Desert:[/size]
    Scarabs
    Egyptian Skeletons
    Mummies
    Giant Scorpions*

      A bit bigger than a spider. Moves slowly, and attacks with claws and poisonous tail.
    Sandworms***
      HOLY SH***************. Think Dune style sand-worm. If you find giant grubs scary, run for your life. This one does the same thing, but doesn't destroy the sand it moves through, but destroys any other blocks, and it actively tries to kill you. Lucky that it's super rare.
    Will 'o The Wisp**
    **scarabs and mummies and Egyptian skeletons are the equivalent of spiders and zombies and skeles in theme-appropriate regalia

    [size=xx-large]Taiga:[/size]
    Zombies
    Eagles
    Wolves
    Bears*

      As big as a bison. It's a f***ing tank and it wants you dead. Carnivorous.
    Frost Sprites
      The opposite of fire sprites. They shoot balls of ice at you.
    Caribou
      A little smaller than the bison, and has pretty much the same purpose.

    [size=xx-large]Mountains:[/size]
    Skeletons
    Fiery Creepers

      It's a creeper, but its skin looks like cooling magma surface and it has a bigger explosion that lights the radius on fire.
    Rock Golems*
      A roughly humanoid shape, made out of stone. It hits you and throws boulders. Not easy to kill. Before you stir it, it appears to be nothing but a pile of natural stone blocks.
    Eagles
    Wyvern**

      Wyvern is a mob you don't want to mess with. Like a dragon, bit with only two legs in addition to its wings. It sits on a perch and flies to swoop down on its prey, or to flee. Only spawns on high points, and returns to its spawn point when it flees. There's a very small chance you can domesticate it and fly it. A match for the giant eagle. Carnivorous.

    Giant Eagle**
      A GIANT eagle. If you can domesticate it without being killed (this is unlikely), then you can fly it, and become a king of the skies. Carnivorous.
    Rams
      A sheep with horns. Protects its brethren.
    Sheep

    [size=xx-large]Volcano:[/size]
    Lava Monster*
      Like a rock golem, but made out of lava. Throws lava projectiles.
    Fire Sprites
    Fiery Creeper


    [size=xx-large]Ocean:[/size]
    Sharks
      Bout as big as a spider. They swim constantly, in packs of 2 or 3, and attack any swimming players indiscriminately. Do moderate damage over time. Don't attack boats. Carnivorous.
    Jet Nautilus**
      Large, flying nautilus shells, that spew jets of water and attack by ramming. MAJOR danger to airships and players on flying mounts, as well as boats, when hovering over the ocean biome. Credit to Foe.
    Leviathan***
      GIANT fish-type thing. Lurks in the deep and attacks any boats or swimmers that move directly over or near it It's really huge. GIANT.
    Stingray*
      Lurks stationary in the shallows and stings when you tread on it.
    Herring
      Small fish, travel in groups. Provide fish meat, which is used in more complicated recipes or for feeding to your carnivorous domesticated animals.
    Grouper
      A bigger fish, provides more meat.
    Whale
      HUGE sea creature. Provides oodles of meat, as well as blubber, which can be refined to whale oil.

    [size=xx-large]Island:[/size]
    Squidions
      Highly mobile squids that lurk in the shallows around islands. They attack the player in a generic way, like the zombie. They don't venture out of the water. Inspiration for the idea does to MrSquidion.
    Albatross
      A medium bird. fairly useless, except for feathers.
    Giant Albatross*
      A bit bigger than a spider. Ever wanted to fly? Domesticate a giant albatross, and you can. A good mode of transportation. Watch out for eagles.
    Songbird

    [size=xx-large]Swamp:[/size]
    Creepers
    Zombies
    Skeletons
    Mud Monster*

      A giant mass of tentacles that lurks stationary in pools of mud and attacks passer-by with its barbed appendages. Carnivorous.
    Dark Wisps**
      Dark Will 'o the Wisps. They absorb light. They just look like a purple-black little ball in deep shadow. When in close proximity to the player, they drain health quickly. Sunlight destroys them.
    The Mysterious Being***
      A silhouette of darkness, that saps light from its surroundings. The opposite of a forest spirit, it saps health from a player when in proximity and pursues them, spawning Dark Wisps. When this being is proximity, fog is automatically switched to highest level. The only known way to destroy it is sunlight.
    Pigs

    [size=xx-large]Floating Islands:[/size]
    Spiders
    Eagles
    Wyvern*
    Jet Nautilus**

    Albatross
    Songbirds


    [size=xx-large]Moors:[/size]
    Zombies
    Creepers
    Skeletons
    Mud Monster *

    Wight*
      A red eyed, low-floating ragged ghost. It summons zombies and attacks you with black pulses of energy, damaging you lightly, and slowing you down.
    Dark Wisps**
    The Mysterious Being***

    [size=xx-large]Deepest Caves:[/size]
    Wight*
    Rock Golems
    Lava Monster*

      A glowing, lava-textured Rock Golem. The boulders (also glowing magma) it throws, as well as contact with it light tings on fire.
    Shadows
      They only exist in pitch darkness and flee from light. They are killed by any level of light if exposed for more than a few seconds. They move extremely quickly. The only way you can see them is their eyes, red and glowing a little bit. When a player is in pitch darkness, they attack quickly and lethally.
    Balrog***
      "You fear to go into those mines. The Dwarves dug too greedily and too deep. You know what they awoke in the darkness of Khazad-dum... shadow and flame".
      The Balrog. One of the most vicious and terrible mobs on the list. Nigh unkillable, it towers over you at the height of 6 players. It only spawns in deep player built mines or in the deepest caves. For best effect, it spawns on bridges over a pit to hell, but unless there's a hell submap and pre-generated ancient mines, that may not happen.



    [size=xx-large]Highest Skies:[/size]
    Eagles
    Giant Eagles**
    Jet Nautilae**
    Aerozoans***

      A giant floating Man 'o War type jellyfish. It moves glacially slow, but attacks anything in its vicinity with poisonous tentacles. Carnivorous.
    Giant Albatross

    [size=xx-large]Otherverse[/size]
    Glork
      A floating, dark purple amorphous mob. It seeks out other mobs, moving very fast, and takes their shape and behaviour. When "killed", it reverts back to its original form, but with a blue colour. It flees you and heals slowly. Drops a few clone blocks when finally killed in original form. Credit to Kin_Sokat.
    Cubids
      Tiny cubes, that moves without purpose on diagonals, bouncing off surfaces, moving only in the x and z axes. Comes through in groups of 5 or 6.


    [size=xx-large]Miscellaneous:[/size]
    Slenderman**
    The Reaper**
      Fear the reaper. THERE IS A SMALL CHANCE: Whenever your health drops to one half heart, and it stays there for more than a minute, you have a problem. You are destined to die. If you escape death, death will come looking for you. Every minute, the reaper will spawn directly behind you and if allowed to follow you for thirty seconds, kills you with its scythe. It makes no noise walking. If you notice it before the thirty seconds, it disappears when your pointer is over it. You are in a predicament. The only way to kill the reaper is to set up a trap for it. TNT will work nicely. Good luck.
      Disclaimer: This was originally an ill-founded joke. it belongs perhaps in hard or hard-core mode. Many people seem to take offense at it.


    [size=xx-large]Corollary Terrain Descriptions
    {Grouped roughly in order of difficulty, with a few exceptions.}
    Island:
      A peaceful bit of land, with some trees and gentle terrain, in the middle of an ocean. There is the possibility that the islands will contain some other bit of terrain, like a mountain, swamp, or desert.
    Grassland:
      A pretty much flat expanse of grass. Moderately good mining. No trees, for the most part.
    Forest:
      Lots of trees, gentle terrain. Moderately good mining.
    Mountains:
      High, rocky mountains, may contain valleys, with other terrain. Have cliffs, caves, and other appropriate constituent terrain. Very good mining.
    Jungle:
      Huge trees, lots of rivers, dark under-story with a few bushes, and very gentle terrain. A large repository of wood and some alchemical ingredients.
    Taiga:
      A frosty plain, with stands of evergreen trees. It has areas of snow. Good mining.
    Ocean:
      Huge, deep oceans, stretching beyond view. Contain islands.
    Desert:
      Flat as the grasslands, but sand, lots and lots of sand. Water is scarce, though oases can be found occasionally. Very good mining as well as an abundance of oil.
    Ruins:
      Ancient burial sites, decayed stone castles, pyramids, broken bridges. Sometimes chests may be found intact with rare supplies inside.
    Swamp:
      Muddy, gentle terrain, full of dead trees. A very good place to find alchemical ingredients.
    Floating Islands:
      Islands, included in a region of the map high above the clouds. (enter a different sub-map?). Rich in arcane materials, like obsidian/float-stone. The islands are found in small clusters. Airships are an ideal method of travel between clusters, as are flying mounts.
    Volcano:
      A mountain, with a caldera at the top, partially full of lava. Very good mining for advanced materials.
    Moors:
      Cold, muddy plains of a higher elevation.The only trees there are dead and sparse.
    Highest Skies:
      The regions between floating islands on the higher sub-map.
    Deepest Caves:
      The area near the bottom of the local "normal" map. Borders on a "hell" type sub-map. Some of the best mining is here. Possibility of finding ancient abandoned mines, which are considered partially ruins.
    Otherverse
      Theoretical place through which the users of a teleporter travel instantaneously. (is it possible to actually get and stay there?) When using a teleporter, there is a small chance something form the other-verse will come back with you.



    A final bit of analysis. I think the worst place overall is the moors. Hard enemies, bad place for building, not amazing resources, not an "awesome" place. It's on the surface and conceivable that you'd have to travel through them in transit. The next worst is probably the desert for the same reasons.
    The worst mob over all is the sand-worm. It's fast, almost impossible to kill and one attack means your life, probably. It can also detect you in all directions, and it can't be seen from the surface. It's a *******, plain and simple. Lucky it's ultra-rare. Its close sompetitors re the Mysterious Being and the Balrog. The Balrog is only in second because you have to travel to the bottom of the map to even have a chance of encountering it. The Mysterious Being can't be actually killed by the player (yet), but it does dissolve in sunlight, so... anyway.
    The best place overall would probably an island. Free of hostile mobs once you're on it, and having a giant ocean full of sharks as a barrier to destructive n00bs, it's an ideal place for a dwelling. The only downside is a lack of advanced resources, which could be assugaed if the island has a mountain on it. The next best is the plains, due to a lack of night-spawning mobs, good array of resources, and easy building ground. The only bad part is the mole-men, who could be annoying when you leave a server, so it's not really a good place for a permanent dwelling.
    Finally, the best mob is obviously the forest spirit. I mean, it's practically a shield of immunity. I'm still wondering what happens when the Forest spirit and Mysterious being meet. Giant energy explosion, and both are destroyed?
    I don't know. The next candidate for best mob is the Wyvern, because, hey, if you do manage to domesticate and saddle it, it's a major effing advantage. And you're then awesome, because you're riding a Wyvern. Badassery at its finest. That is all.
    Continue with all the feedback.
    Posted in: Suggestions
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    posted a message on Compound Entities
    Quote from Rubs10 »
    Quote from mrwormy »
    Why does everybody want big hips?

    We only need a rowboat,raft,or canoe.

    Don't make notch work so hard!


    The idea of a portible craft table, cannons, base, and other features all on a big ship is very appealing.
    Although I very much dislike the way the OP suggested it.

    XD Oh, Rubs, always an enemy. I was only using the ship as a n example for the underlying mechanic. Kydo got the idea. My response to him is this: The ship (or anything else of this nature) stays an entity. It keeps collision detection. I'm not sure if it will be possible to stand on an entity, so... I'm not sure how it will work exactly. I guess it mainly depends on whether an entity can be a solid surface on which you stand.
    Posted in: Suggestions
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    posted a message on WEAPONS - A Guide To Armaments
    Quote from Kydo »
    Quote from Qwill »

    Quote from Qwill »
    TNT arrows would only have one stick, doing NEAR fatal damage to an unarmored player, but damaging armored players less.More like a powerful firecracker.


    Isn't dynamite a heat-detonated explosive, meaning impact would do nothing?

    Quote from Qwill »
    The automatic crossbow is NOT silly. Let's assume weapons are given cooldown times. People can no longer fire as fast with the bow, or with a crossbow. The automatic crossbow would require a long tedious crafting process, and require frequent maintenance, but have little to no cooldown time. A logical, more powerful weapon available through advanced crafting.


    Ugh. The repeating crossbow was almost never made, was never put into active use and was not a particularly known weapon. It was just a sort of oddity that appeared over the years.


    To respond to these, I shall use a quote from an argument against an idea of mine. (Trivia: Rubs10 now uses it as a sig):
    Quote from Lmaoboat »
    You can tear down tress with your fists, crush stone with wood, and carry nearly 2000 cubic kilometers of solid rock in your pocket, and this is what bothers you?

    As for oddities, who doesn't love oddities?

    Quote from Qwill »
    As some people have already drawn conclusions about, chemical bottles would be thrown and create a fsmall fiery explosion, or freeze the things in the immediate vicinity, doing damage, or any other thing that the chemicals you put inside could do, I.E. acid, healing potion (for friends), slippery oil, etc.

    Quote from Kydo »

    So, alchemy and molotov cocktails. Got it. I don't think I'd mind that too much... Nah, actually, I'd mind it a lot. If it worked anything like alchemy in TES, it'd be WAY overpowered. "I'll pick a few flowers, do a little mixing, throw in a few spices and... Ah! It's done! Now to RAIN BURNING, SCREAMING DEATH DOWN UPON ALL WHO ENCOUNTER ME!!!!"


    They wouldn't be very easy to make, and would probably have some long sort of timer on their creation. And even if you do make a few to have, they aren't so powerful as you make them out to be. The fire is by far the most dangerous, of course, if dealing with trees or wooden structures.
    Posted in: Suggestions
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    posted a message on DEATH - Becoming a Ghost
    Quote from Person »
    But the ghost blockers just result in people getting killed and then having their body quickly entombed in ghost blocker blocks to effectively trap them forever. Then they need to hop onto the forums to ask for somebody to un-entomb their body so they can escape. Then a huge battle is waged over the deceased's friends and enemies, resulting in yet more entombed bodies and more forum posts. Eventually a thread is created to ask for un-entombment and guilds are formed ect.

    After reading my own post I hereby forever love the idea of ghost blockers.

    XD
    yeah, the ghosts can fly, was part of my suggestion, so unless somebody acted quickly to entomb on top, as well, then they could fly out. If they truly are trapped, they can just exit the server, and reenter. Pretty much the same effect, just no chance to go spy. Or what you said could happen. Epic.
    Posted in: Suggestions
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    posted a message on Megamonsters?
    Quote from Monkid »
    "You fear to go into those mines. The Dwarves dug too greedily and too deep. You know what they awoke in the darkness of Khazad-dum... shadow and flame".


    Balrog = Epic
    Posted in: Suggestions
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    posted a message on Portal Placement
    Transportation as simple as mining a lot of blocks = fail. Crafting this needs to be MUCH more complicated, in addition to requiring these vast amounts of resources. other than that, it could work. A town could work together with another town to build two of these for quick transit. Alternatively, there could be a business in two town providing use of this teleporting for a fee. >:biggrin.gif:
    Posted in: Suggestions
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    posted a message on DEATH - Becoming a Ghost
    This idea HAS been suggested before. I know. I'm just posting my take on it.

    After you die, everything fades to black. Sixty seconds later, normal vision returns, and you are at the site of your death. You have become a ghost. During the day, ghosts cannot be seen. At night however, they become very faintly visible in the light of the moon. As a ghost, you really can't do much, but can fly. This enables you to go check out areas normally guarded or inaccessible to you if you wish. your speed remains the same though. A new craft-able item could prevent ghosts from entering an area. To return to the world of the living, you have to find the spawn point, where you are brought back to the world of the living with nothing. However, if you died alone, you know where your body is, along with a pile of items. Creates a good interim period, so that you don't have to leave a server when you die.
    Feedback?
    Posted in: Suggestions
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    posted a message on Compound Entities
    The idea is pretty simple. Many objects that have been suggested are going to be things with multiple parts. For this example, I'll use a ship. When you aim the focus at the object, you may not want to necessarily enter the ship. The ship will be comprised of different components. Clicking some, will do something different that clicking others. Clicking the majority of the ship will just put you in the driver's seat (in a manner of speaking). Clicking part of the side might put you in the position of a canoneer. Clicking On the gangplank might give you an item transfer screen to load your ship with supplies.
    Just a thought, not sure how useful it might be. Feedback?
    Posted in: Suggestions
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    posted a message on Interface for Entering Vehicles, Mounts, Turrets
    Quote from Sottho »
    I was thinking about stuff like this, but is minecraft only limited to a medieval setting? is it too soon to talk about turrets and stuff?

    I mean roughly, "stuff mounted on a tripod", when I say turret. I don't mean anything modern. It would be a ballista, or a repeating crossbow, or a Greek Fire Cannon. Stuff Like that. Also, light artillery I.E. cannons.

    Quote from Alpha_Squad »
    Minecraft is timeless.

    On topic as long as the controls are simple for movement (example being "W" for forward "S" for backwards and "A" and "D" to move side to side) and perhaps a limited amount of how far you can view would be good for a little added realism. To make sure that you don't have a twenty deck ship being controlled by one person who can fire every cannon at will, some 'vehicles' should have a capability to carry multiple people that would be able to control a weapon(their own or the vehicle's) on the vehicle thus proving a need for a large crew for that twenty deck ship.

    I like your system with the different commands when you control a vehicle or mount or turret, it would make using commands fairly easy.


    I completely agree. I'm not sure how the multiple people aspect would work. Another command could possibly allow entry of the vehicle while held. People then getting in would be filed into the nonessential slots while the vehicle was filled.
    Posted in: Suggestions
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    posted a message on Interface for Entering Vehicles, Mounts, Turrets
    When you right click on an entity with interaction support, let's say a boat, the view changes. You enter a state of third person view, and the inventory bar at the bottom of the screen becomes modified. In this view, your movement is restricted to the capacity of your vehicle/turret/etc. For a boat, your field of view would change more slowly, and you can only move across water. The new modified inventory bar would have all the action available to you, including exit. When you have an action selected, the left mouse button performs that action. Since we're assuming that we're on a boat, let's say it fires the cannons. The right mouse button performs an alternate version of the action. Let's say that holding the right mouse button with the cannon selected on a boat reloads the cannon slowly.
    This sort of interface is versatile. If you applied it to, say, a turret, you couldn't move. You could change your view with almost the same speed, variation depending on the type of turret. A Ballista could have a firing action, with right click being reload. It could also have a "de-construct" option, breaking it down into its constituent parts to transport it. While riding a Spider Mount, the actions could include "lunge", "fire arrow", "shoot web", "climb", and obviously dismount.
    The system seems like a good solution for the usage of moving objects, dynamic action-oriented static objects and also vehicles.
    Feedback?
    Posted in: Suggestions
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    posted a message on NPC Guards, Traps, Etc.
    I completely agree. MineCraft has a lot of potential and it should be filled. People who argue against complexity just don't get the point of the game. It NEEDS lots of gadgets and features. (nothing over-the-top, mind you). I don't think there should be NPC characters per se, but rather craftable (they'd be uber-hard to craft, requiring many multiple components and resources) mobs that could do some of the dirty work. I.E. Guarding your fortress while you're away, protecting you on the road. Not mining, that seems too selective a behaviour to delegate to mobs.
    Posted in: Suggestions
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    posted a message on Intro Clip
    If only this music could be the ingame music:
    Posted in: Suggestions
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    posted a message on Inventory/Chests
    Quote from smith451 »
    NO. Only if magic is made, that a big NO.


    I don't believe he means remotely, but rather that it would save you from clicking and dragging. Just a useful shortcut on the chest-inventory interaction screen.
    I agree.
    Posted in: Suggestions
  • 0

    posted a message on Large Furnace (and other musings)
    I like it. It would be a good addition to the crafting system, and a viable way to add more metals to the game. I don't think I have any criticism of it.
    EDIT: I don't mean to go glorifying myself, but it would work well with the system that I (or LightWarriorK for that matter), have devised. http://www.minecraftforum.net/viewtopic.php?f=1&t=9603
    Posted in: Suggestions
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