• 0

    posted a message on crossbows
    Do you know the difference between a crossbow and a gun? I am not talking about obvious specific differences, because they will always be there. I am talking about general differences in concept and mechanism. And do you hate guns because guns are too shiny for you?
    Posted in: Suggestions
  • 1

    posted a message on The *NEW* Official Gun Thread
    Quote from AnonTheMouse

    @Badprenup: If I might suggest, specifically forbidding any dissenting opinions is probably not the best course of action. Yes, I understand that topics that get into why guns should or should not exist get derailed quite quickly. However, statements that this thread is only for suggesting guns, not for giving reasons against their inclusion is sending the wrong message. As someone who, generally, supports the inclusion of simple firearms from a logical standpoint, I think it is important that there be a bit of discussion. If people can't weigh the pros and cons, their opinions can't be changed. Not to say I want to open the floodgates to the usual hate posts, however any constructive discussion can benefit the topic as a whole.

    So, perhaps rather than forbidding anti-gun talk altogether, it would be more politic to merely forbid non-constructive posts (such as those of the "Guns? NO!" variety) while still permitting those who have a valid and well-constructed argument to voice their opinion. To facilitate and streamline this, perhaps the OP could be modified to include a "Frequently Raised Arguments (F.R.A.)" section to cover the most often voiced reasoning from both sides to avoid redundancy. Ideally with notation where an argument has already been unequivocally disproved or countered, such as noting the historical inaccuracy of the common "guns are too modern" argument.

    @Abrogation: I agree totally. In fact, even the Revolver might be a bit too advanced. While there are certainly some advanced and complicated devices able to be made in Minecraft, the old adage goes "less is more". Which in this case I typically take to mean "with limited resources and means of production, you will tend to produce the simplest form of an item for your task". Some could take that to mean you would stop at bows for your ranged projectile, I suppose, but assuming the skill and resources and understanding to produce firearms (which we have every reason to assume Steve possesses) I assume that anyone who knew how they worked would eventually make one for the sake of convenience. It's just that they would likely do so in a very basic form. Conveniently, this also fits well with Minecraft's visual style, where things tend toward simple construction.

    @Drunkenp0wNeR: I like the idea of a blunderbuss. I have always assumed, though, that it would shoot gravel, as that is the easiest way to get something like buckshot. I suppose the result would be a limited range area weapon with damage that fluctuates wildly (represented by damage as an X-Y range rather than a fixed value, which decreases both values with distance until both become 1/2).


    If you take out those who argue using the single syllable argument, "no", against the use of guns. That takes care of about 80% of the community against guns.

    The rest, or those who don't use the single syllable argument will tend to argue against guns because of peer pressure from the 80% of those who use the single syllable argument ("no"). Or, they don't know how simple early guns really are, so they attribute the workings of a gun to that of "magic", and paradoxically, they would accept non-existent full-time magical abilities such as telekinetic punches and invisibility over existing technological ingenuity of guns, which really is no magic at all!

    Yes the revolver is too advanced for minecraft, it feels. I know how a revolver works, it requires fine precision tools that requires machines to make, such as springs and tiny hammering systems to ignite the gunpowder stored within bullets. Not to mention revolver bullets casings are aerodynamically designed and manufactured, which does not fit minecraft's survival theme. Bayonet and musket on the other hand can be made by hand because of the simple mechanisms, and since early guns can be found as early as around 1000 A.C.E (A.D.) in China, which is in the middle of the Medieval ages for Europe (medieval ages ranges from circa 500-1500 A.C.E).
    Posted in: Suggestions
  • 5

    posted a message on The *NEW* Official Gun Thread
    Hi moderator, I updated my section on muskets and bayonets:
    (4/24/2012): Types of pellets added, and new alchemy.
    (4/22/2012): Interruption of ranged weapons, see below.
    (4/21/2012): Musket butting at range of 2x>range>0x, where x is the range of the sword. 2x is the only effective range of bayonet. Read suggestion for full specifications. Also decreased approximate reloading time of muskets.
    (4/20/2012): Bayonet melee specified further below.
    (4/19/2012): Added alchemy as power ups for ammunitions.
    (4/18/2012): Added new things

    Some ideas for guns, but should not be considered the ultimate solution:

    I am advocating muskets as a different style of combat.

    Why should gun be added instead of any other weapon? Well what other infantry weapon can you add that existed around the same time that the bow was massively used as a range weapon? Crossbow comes to mind, but that is too similar to the bow. What other candidate than the gun for a more different combat style?

    Napoleon had greater firing power, greater numbers, and thus greater rates of fire. But when he tried to invade Spain, as I recall, guerilla militia of Spain, units armed with muskets or some other weaponry, inflicted heavier casualties upon Napoleon through guerilla warfare. Same thing happened in the Vietnam war, although casualties might be different. I am using history, as basis for the guerilla warfare style of musket and bayonet, which although slow, as proven in history, can still be fatal when one uses it tactically.

    Throughout history, the most different ranged infantry weapon, from the bow, around the medieval era (circa 500 A.C.E to 1500 A.C.E)was the gun, which was not used widely. So it makes sense, that a different weapon style should be of the gun. No other infantry weapon existed, that was different from the bow beyond that of a crossbow (I am not saying crossbows should not be added).

    There is a reason why bows and guns exist in the real world, which is because of their different uses.

    Bow and arrows are least effective in close encounters, such as in caves which is because they require to be drawn back, and does not have a way to deal melee damage, so you always have to carry a sword. When it comes to guns, it doesn't mean it has have to be more OP than the bow, it can be a different style of fighting.

    I will also be using x as the range of the sword or knock back rates relative to another item, and any multiple of x are only suggested magnitudes and not strictly imposed as the ultimate outcome of the musket and bayonet, because this is up to the person who writes the algorithms for mine craft.


    Styles of Fighting:

    Style 1: Use sword and bow


    Advantages:
    -Cheaper to make
    -Because it is cheaper than the musket-bayonet, it is best for grinding mobs.
    -Most suitable for open terrain combat, e.g, plains and deserts.

    Disadvantages
    -Swords and bows don't stack with another, so takes up more space.
    -Need to search inventory for bow or sword to switch between melee and bow.

    Style 2: Use musket and bayonet.


    Advantages:
    -Requires less inventory space than sword and bow, because bayonets are attached to the musket.
    -Can change between melee and range very fast with left mouse(jabs bayonet) or right mouse(shoots bullet).
    -With more room, you can have one more stack of cobblestone in your inventory during mining, so this style is especially suited for combat during mining.
    -Most suitable for non-open terrain combat, e.g., forests and narrow caves.

    Disadvantages:
    -Bullets require iron and gunpowder.

    Interruption Mechanics(First suggested by AnonTheMouse):

    A player using a ranged weapon can be interrupted based on the amount of damage done. The higher the damage, the greater the chance of interruption. Interruption causes the ranged weapon to go back to before-drawn-mode for bow, so as to have to draw the bow again. For muskets, if a musketeer is interrupted during reload, then the musketeer has to reload again.

    Because bows fire faster than muskets, it seems unfair because bows can continuously interrupt musketeers trying to reload on open terrain combat, and leaving the musketeer almost no chance to reload. To balance this, interruption would then be based off of damage dealt from a single attack, where the higher the damage, the higher the chance of interruption. Since muskets do 2x the damage of bows, they have a higher chance of interruption per shot, but because bows can deal more attacks per time, they get chances to interrupt based on number of shots, while muskets get to interrupt based on attack power of shots. This allows both combat styles to have a chance on any terrain, even the ones where they are at a disadvantage.

    Furthermore, melee weapons will always (100%) interrupt ranged drawing of bow or reloading of musket.

    The Bayonet:

    You don't have to reload to use the bayonet, so once you knock back a creeper with your shot, you can jab it with the range on the bayonet, without having to reload yet. You can reload after you killed the creeper.

    Bayonets will have 2x the range of the sword, because muskets designs are long, but does less damage than a sword.

    The bayonet can be made of wood, stone, iron or diamond. You can attach to a musket by combining the bayonet with the musket on a crafting table.

    The bayonet will break after a certain amount of uses with it attached to the musket. You can repair the musket with a new bayonet by combing the musket with a new bayonet at the crafting table.

    If your rifle has its bayonet broken during combat, your melee mode switches to rifle butting, which is still the left click of the mouse just like left clicking to attack with bayonet. This is until you get a new bayonet.

    Bayonets have longer usage times because it is smaller than the sword, which makes it more compact.

    The bayonet does 0.5 the knock back distance of a sword. Sword will not be useless because it does more damage. During PVP, If you can hide behind an obstacle, such that people cannot attack through walls, you effectively have the higher dps when you fight around obstacles. Imagine yourself in a cave, 2x distance of bayonet is useless if the person being hit is against a wall, so that person using a sword can kill the guy who is using a bayonet due to higher dps.

    Further more, a bayonet can only hit players or mobs 2 blocks away from them. If a mob or player is within 0x<range<2x where x is the range of sword, or if the mob or player is at a range>2x, then the bayonet won't be able to hit the player or mob. The bayonet only hits mobs or players at a block distance of range equal to 2x the sword. So it takes some skill to use a bayonet.

    Had I removed the range requirement of bayonet to be exactly at 2x of the sword, then no sword user can ever have a chance against bayonet users. I have argued with someone about this matter. I conceded that this would be unfair to sword users, so I constraint bayonet range to be at 2x of sword. With the use of musket butting in 2x>range>0x, sword users have a chance to do 4x the damage done by musket butts during an exchange of hits at close range. If bayonets worked on 2x>range>0x, sword users cannot have a chance to out damage bayonets, because they would be constantly knocked back. But, through skillful maneuver, when the sword user was to come below 2x range of bayonet, the sword user can hit the bayonet user, dealing 2x the damage of bayonets or 4x damage of musket butt to ensure sword users a chance to out damage bayonets using skill. Then in that range, the musket butting comes in, that is if the sword user ever closed in the range on the first place to deal 2x damage of bayonet, or 4x damage of musket butting. This is also because bayonets are supposed to be doing 0.5x damage of sword, and to decrease that damage to compensate for sword users, I put musket butting as attack that does 0.25x of sword at 2x>range>0x. This also adds more features and animations to minecraft.


    Musket Butting:

    At a range of 2x>range>0x, where bayonet is ineffective, musket butting would automatically used as melee. Musket butting would also occur when you do not have a bayonet attached at a range of 2x. Butting does 0.25x the damage of the sword, but does the 1x the knock back of the sword. If you move back and rifle butt at the same time, you would be approximately at a range far enough to damage the opponent with bayonet. Then the opponent would be forced to use a bow, so now the musket man hides to reload.



    The musket:

    Musket bullets will be LESS affected by gravity per distance traveled because of higher projectile speed.

    Musket bullets can be retrieved as iron bullets stuck on the ground, unless it hits the mob or goes off too far away. Gunpowder is still consumed because it is ignited to propel the iron bullet. After the mob dies, they drop your iron bullets you shot them with, because iron is not renewable and uncommon, unlike flint, wood and feather, which are all renewable for arrows of bow.

    A musket and bayonet DOES NOT have to be drawn back like a bow, you just press a trigger for instantaneous fire. At the same time you can melee. The only downfall is like the realistic counterpart in real life, where it consumes gunpowder and iron for each shot, since they serve as bullets and propellers. They also take very long time to reload. If you know muskets in real life, the reloading is actually a series of steps. So primarily, it would be useful as a melee weapon, and only fire when you NEED to fire, such as a creeper being next to you.

    The shot fires as soon as you click the mouse, and the damage of the shot does 2x more damage than a bow, and has 2x the knockback of a bow. Then you will have to reload it, where the reloading time is 3x as long as drawing back the bow to its maximum extent, to shoot again, but you can use the melee musket bayonet to jab the creeper to death after it has been knocked back considerably far, without having to reload. So muskets are good for close encounters.

    The musket has its own different life, or the amount of uses. The green use bar for musket is on the bottom of the musket and bayonet icon, and the bayonet life bar is on the top of the musket and bayonet item icon.

    The musket barrel can ONLY be made of iron or diamond. Diamond muskets have longer life spans, as opposed to iron.

    Each fire and rifle butt using your musket depletes the musket life bar.

    You make pellet and propellant by combining iron ingots and gunpowder in your crafting table. The icon is a picture of iron pellets and gunpowder. Having this items in your inventory is required to fire a musket.

    There are two settings on muskets. You can fire single bullets or multiple bullets. Multiple bullet mode does splash or area of effect damage, but less damage than the single shot mode, which as the name implies shoots one iron bullet.

    Bullets

    There are a few types of bullets you can make. Keep in mind that all bullets shot can be recollected after the mob is killed (except for wooden bullets), in which case the mob drops the bullets you shot it with.

    -Wooden pellets: Does no damage, but sets enemy on fire. Made from wood. Is not recollectable.

    The wooden bullet does no damage, but it does set the enemy on fire. It will also set the ground on fire, but the fire is small and won't spread. The light effect is the same as the light from the torch. You can use this bullet to shoot at dark areas far away from you to see what is there. This is like a flare, but made of wood. The fire burns out after some time. You can use this to explore deep ravine if you cannot use lava, which requires buckets and cannot stack.

    Or if you caught at night in the ocean and it is too dark to see. You can try to see if land is in front of you by shooting your wooden bullet, such as to avoid crashes.

    The bullet being made of wood and is burnt, is thus non-recollectable after being shot. This is okay because wood is renewable.


    -Stone pellets: Does half the damage of iron bullets. Made from cobblestone.

    -Iron pellets: 2x the damage of a bow: Made from iron.

    -Exploding pellets: Does 3x damage of a bow, and explodes like a mini-TNT, but does not destroy blocks. Made from combining iron pellets with gunpowder. Gunpowder is used up after firing.

    -Diamond pellet: Does 2x the damage of a bow, just like iron, but passes through multiple targets to a maximum of 5, doing knock back to all of the mobs it passes through. Made from diamond. If there are no more mobs to receive the shot, then the bullet will eventually hit the ground and get stuck there for you to pick it back up. KEEP IN MIND: If you shoot a player, and the player escapes, you cannot get your diamond bullet back.

    Diamond bullets do the same damage as iron bullets. Diamond bullets can hit an ender dragon 5 times per shot, due to the ender dragon's size. This means greater damage against bigger mobs.

    Diamond pellets stuck on the ground will be conspicuously blue, and will twinkle.

    Power Ups


    I also have an idea for alchemy. The Bow would be primarily powered up through enchantment, but the gun would be primarily powered up through alchemy.

    Alchemy power ups added to wooden bullets only gives the effect, but still no damage. Flameburst potion stacks damage with wooden bullets, in that damage over time from fire is increased.

    All alchemical power ups are stackable with the piercing multi-shot effect of diamond bullets.

    You combine:

    64 regular iron bullets, cartridge, etc + 16 potion of poison = 64 poisoned shots.

    -Poisons enemies

    64 regular iron bullets, cartridge, etc +16 potion of strength = 64 power shots.

    -Extra damage against enemies
    -Increased knockback

    64 regular iron bullets, cartridge, etc + 16 potions of slowness = 64 crippling shots

    -slows enemies


    And a new alchemy potion: The Flameburst Potion:

    You make flame burstpotion combining potion of poison with blaze powder. Flame burst potion sets anything on fire around the area you threw the potion.

    64 regular iron bullets, cartridge, etc +16 flameburst potions = 64 flameburst shots, which sets enemies on fire when you shoot them, as well as do damage of the iron bullet.

    Furthermore, the bullets that drops after you killed a mob, is not the alchemical bullet, but the regular iron bullet, as the alchemical effects have been consumed.


    And a new alchemy potion: The Explosive Liquid:

    Combine flameburst potion with gunpowder. This amplifies the damage of explosive pellets. This effect is also stackable with the piercing multi-shot effect of diamond bullets.

    For explosive diamond pellets, it would pass through multiple targets, each hit causing a small explosion that does not destroy blocks. If there are no mobs to receive a hit, then the pellet hits the ground, which causes another explosion.

    More alchemy ideas may be added.

    --------------------------------------------------------------------------------------------------------

    Generally:


    -Gives you a reason to grind on creepers.

    -Damage output of both styles on average should be the same, but the styles are useful for different occasions.

    Who doesn't like more fighting styles? Sword and bow gets boring after a while.

    What also makes using musket and bayonets cool is that there should be sound effects, that happens when reloading as well as when firing, such as clinking noises. The musket will disappear off-screen to be reloaded, and you can hear the process of reloading, which takes 4 times as long as fully drawing back a bow.

    Conclusion:

    We get a new fighting style without having to resort to magic attacks.

    If you don't like musket style, use your lame-same sword and bow. See how much fun it is to use it forever.

    Are we really to discriminate against the use of guns because its propellant is a different type of chemical reaction than the bow? The bow just uses biological energy as its propellant, while the gun uses gunpowder, WHICH MINECRAFT HAS AND TNTS TOO.
    Posted in: Suggestions
  • 0

    posted a message on Flint blocks
    Quote from Crazy1duke1

    By that logic, no new blocks should be added just because there's a wool block that's vaguely the same color :rolleyes: . It would be like deciding not to buy a blue jacket for the winter because you already have a blue T-shirt.


    You're asking to have TWO DIFFERENT blocks with the same purpose. A wool does the job just fine, have Jeb implement something that is actually useful kiddies.
    Posted in: Suggestions
  • 0

    posted a message on Baby Steves
    Imagine baby Steve with a shave and beard. Puberty at birth.
    Posted in: Suggestions
  • 0

    posted a message on Make Bedrock Layer Flat!
    It IS a scary thought to be trapped in between 2 block high bedrocks and have no materials to get yourself out...Rare, but might be possible if bedrock s are generated like this.
    Posted in: Suggestions
  • 1

    posted a message on Minecraft Rifle
    Bow and arrows are OP, I agree, but it doesn't change the fact that they are least effective in close encounters, such as in caves which is because they require to be drawn back, and does not have a way to deal melee damage, so you always have to carry a sword. Also, it does not mean guns have to be more OP, it can be a different style of fighting.

    A musket and bayonet DOES NOT have to be drawn back like a bow, you just press a trigger for instantaneous fire. At the same time you can melee. The only downfall is like the realistic counterpart in real life, where it consumes gunpowder and iron for each shot, since they serve as bullets and propellers. They also take very long time to reload. If you know muskets in real life, the reloading is actually a series of steps. So primarily, it would be useful as a melee weapon, and only fire when you NEED to fire, such as a creeper being next to you.

    The shot fires as soon as you click the mouse, and the damage of the shot should does 2x more damage than a bow, and has 2x the knockback. Then you will have to reload it, where the reloading time is 4 times as long as drawing back the bow to its maximum extent, to shoot again, but first you can use the musket bayonet to jab the creeper to death after ti has been knocked back considerably far. So muskets are good for close encounters.

    You don't have to reload to use the bayonet, so once you knock back a creeper with your shot, you can jab it with the range on the bayonet, without having to reload yet. You can reload after you killed the creeper.

    Bayonets will have 1 more range than your sword, because muskets designs are long, but does less damage than a sword. Musket bullets will be LESS affected by gravity per distance traveled because of higher projectile speed.


    Style 1: Use sword and bow

    Advantages:
    -Cheaper to make

    Disadvantages
    -Swords and bows don't stack with another, so takes up more space.
    -Need to search inventory for bow or sword to switch between melee and bow.

    Style 2: Use musket and bayonet.

    Advantages:
    -More inventory space than sword and bow, because bayonets comes with the musket.
    -Can change between melee and range very fast with left mouse(jabs bayonet) or right mouse(shoots bullet).

    Disadvantages:
    -Bullets require iron and gunpowder.



    Damage output of both styles on average should be the same, but the styles are useful for different occasions.

    Who doesn't like more fighting styles? Sword and bow gets boring after a while.

    What also makes using musket and bayonets cool is that there should be sound effects, that happens when reloading as well as when firing, such as clinking noises. The musket will disappear off-screen to be reloaded, and you can hear the process of reloading, which takes 4 times as long as fully drawing back a bow.

    Conclusion:

    We get a new fighting style without having to resort to magic attacks.
    Posted in: Suggestions
  • 0

    posted a message on space
    Quote from thesplit

    Testifacates vrs humans


    I'm a human living with them, testificates are pacifists and wouldn't even hit a zombie.
    Posted in: Suggestions
  • 1

    posted a message on Minecraft Rifle
    Quote from canned_meat

    excuse me while I copy and paste my gun speech...


    NO


    Never a productive comment against guns. Always the "no", like a little child. I have yet to see a reason against guns. Using "No" as a reply can potentially spawn an infinitely series of "no u" as an counter argument, given "no" is even valid of an argument to begin with.
    Posted in: Suggestions
  • 0

    posted a message on Moving light source possible?
    This is a suggestion for moving light sources. It gets tiresome having to put torches every block that is dark. Especially when you are stranded at sea at night, you can't see a damned thing. Either a boat mod that allows for the placement of torches on bigger boats, or the player can hold torches as moving light source can solve this.


    I don't know if the mechanics in minecraft allows for a moving light source, but is should be possible since there is already a sort of moving lightsource currently in game, and it is called lava. I realized this when I poured lava down a ravine to light up the base. It lights up areas that it flows to, maybe there is a way to make a moving light source?
    Posted in: Suggestions
  • 0

    posted a message on Flint blocks
    You have black wool.

    NEXT!
    Posted in: Suggestions
  • 0

    posted a message on space
    Quote from thesplit

    idk
    they escaped
    From something?


    How can that be so? Testificates and I are living down here just fine.
    Posted in: Suggestions
  • 1

    posted a message on Minecraft Rifle
    Quote from Mixy97

    No, just no.
    I've explained it many times, so I won't explain it once more, but just, NO.


    But I am interested in your explanation. I am not for guns, I am just interested in how the minecraft community can easily accept magic over existing technological ingenuity.

    Survival deals with resource management, the existence of gunpowder, alchemy, and flint, and steel in our natural world, and in minecraft might I add, adds to the plausibility of a gun from the result of resource management. What about magic? How realistically survival-like can you get with magic?!

    Perhaps the trouble of minecraft community with accepting the technology of gun is because it is seems so technologically advanced to people who don't understand how a gun works, so they deem gun technology as "magic". Primitive guns are not technologically advanced, they use propeller and projectile system like a bow. But this is equivalent to magic, for minecraftians who do not understand how the gun works, yet minecraft community would accept a different type of magic, over the "magic" they perceive to be the mechanism of a gun, in that they would rather accept magic that is way beyond any technological advances of human history, such as invisibility or telekinetic punches over guns that were first invented around 1000 A.D.

    Might I add how preposterous it is to accept telekinetic punches over guns?
    Posted in: Suggestions
  • 2

    posted a message on Minecraft Rifle
    Quote from Blaziquaza

    It would feel like Call of Duty too much, and some of use know how horrible THAT is.


    You must be 8 years old, born into a world where the only gun you ever saw was from a video game. Well, let me educate you on the matter of fact, that guns existed before the video game called Call of Duty. They were first invented around 1000 A.D in China as "fire lances". Considering the medieval age ranged from 500-1500 A.D., guns were invented pretty early.
    Posted in: Suggestions
  • 1

    posted a message on Minecraft Rifle
    Quote from nonocow

    if there were guns, there would be more griefers


    Please explain how.
    Posted in: Suggestions
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