[email protected] was my original email...but i need it forwarded because EVERYTHING of mine has been hacked...what should i do? The hacker has my email and i changed my pw but im afraid it won't work! So i made a new email...anyway to transfer it?
Very neat. Looks like we pretty much came up with the same idea just with different effects. I was think of spells that very much do something the the world while you where thinking more along the lines of buffs and debuffs. Personally I like the idea of being able to throw a big butt fire ball at a spider and set it on fire, but each to there own I guess. Very nice idea.
By the way. This is not a "response" so to the OP, this is more of my own spin on the same subject and in an attempt to keep the forums uncluttered. So, I will post here.
tl;dr Using "enchanting" to put spells in books the same way that you use crafting to make tools and cool what knot.
Lets take a quick look at the history of magic in games (this is purely the road map to coming up with this idea).
The curent style of Magic use in games is a very very good one, but it is one that doesn't fit into MC very well imo. I am, of course, talking about mana, cast times, and cool downs (Think World of Warcraft, League of Legends and even The Force Unleashed games). I could not figure out how to make these work in MC because in all these games you get spells and stats from progression not creation (like in MC). How ever as you go back you start seeing a different style of magic use. Early style magic in games used the concept of learning scrolls or books that would be "forgotten" once used (Think Baldur's Gate and it's DnD predecessor). I thought this would work nicely in MC, especially if you "created" the spell in a "crafting" type way. Of course you would call it enchanting, but hey, it works.
Now, to my actual idea.
1. The point.
The point of all this is to use resources in "enchanting" proses to create spells of varying power.
2. How.
You would do this by A) Right clicking while holding a empty book/paper (to be expounded upon later) and then "enchanting" (the same way you craft) that book/paper with the resources at your disposal or :cool.gif: using a "enchanting" table to enchant books/papers. The difference being whether it would be better to have to have the player have to set up camp before he can enchant.
3. Storage.
The spells that you have made would be graded. I was thinking levels 1-5. 1 being a high power and 5 being low power. Spells of the same type can be stacked depending on there lvl. i.e. lvl 1 can only have 1 a stack, lvl 2 gets 2, 3 gets 4, 4 gets 8, 5 gets 16. Think 5 digit binary.
4. Use
You would use a spell by right click and hold when you have it selected (standard fair for anything with a special use in MC). However, there would be a casting time (which you would have to hold down the R mouse button in order for it to successfully fire off. Like braking a brick) and you would not be able to move while casting (makes it so you can't just spam high lvl spells). After use the spell and the paper/book would be use and gone. Low lvl spells would cast quickly while high lvl ones would cast slowly.
5. Effects
This is the most "up in the air" part. Some thoughts that I had include high lvl destruction spells that would cost gold, red stone, and maybe even diamond to make and would be fast travailing with explosive impact to very small low lvl spells that can be a way to stack food or tools even "expand" your inventory, but there would all ways be a loss of resources.
6. Paper/Books
My thought on this is that, simply, books would be a 3x3 "enchanting" grid while paper would be a 2x2.
7. Conclusion
The point of magic is to do cool stuff that you would not normally be able to do, but on order to do that there is always cost. The highest lvl spells could cost diamond for only one use but you could destroy towns, castles, even mountains. I think that the way I have suggested would still be Minecrafty while adding, maybe not a knew depth, but at least knew width to the game. Spells would have to be balanced of course but I think there is nothing here that directly contradicts the core concept of mine craft.
8. Post Script
Although there is not a case of this in MC you could have enchanting "recipes" that could be fond in dungeons and the like for the people who want to try and play the game with out using the wiki. Speaking of which, it would cool to be able to find crafting recipes in dungeons to help move you along. Just a thought.
Not to revive a dead topic but it was either that or make a new one. So. I like the idea of a parachute a lot, but I was thinking more of a base jumping one. Something that has the mechanics of a tool (limited uses, but better materials makes it last longer). I have a world where I have a lot of spots that I could base jumping spots so I was thinking, Right Click Hold for it to deploy, Shift to flare, and ASWD for steering. I also think it would be fun for servers to be able to brag about how good there base jumping is. Just an other idea for the melting pot.
Good post. Well explained.
I think this would work nicely if it cut falling damage in half or something to that effect. I don't think that it should naygate falling damage all together because then you could go any were with little hassle. It would still make exploring easier, but not too easy.
In-Game name: ianmac
Position: Resource Collector/Guard
Playing Since: A months or so ago.
Why I should be a Resource Collector/Guard: I like shooting things and I like working with a team. I also really like the idea of trying to tame a wild land.
Comments: Great idea. I would love to be in on it.
I think this might have been missed, but idk. I've just been looking for a good server to be apart of and I really like the look of this one.
In-Game name: ianmac
Position: Resource Collector/Guard
Playing Since: A months or so ago.
Why I should be a Resource Collector/Guard: I like shooting things and I like working with a team. I also really like the idea of trying to tame a wild land.
Comments: Great idea. I would love to be in on it.
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Very neat. Looks like we pretty much came up with the same idea just with different effects. I was think of spells that very much do something the the world while you where thinking more along the lines of buffs and debuffs. Personally I like the idea of being able to throw a big butt fire ball at a spider and set it on fire, but each to there own I guess. Very nice idea.
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0
tl;dr Using "enchanting" to put spells in books the same way that you use crafting to make tools and cool what knot.
Lets take a quick look at the history of magic in games (this is purely the road map to coming up with this idea).
The curent style of Magic use in games is a very very good one, but it is one that doesn't fit into MC very well imo. I am, of course, talking about mana, cast times, and cool downs (Think World of Warcraft, League of Legends and even The Force Unleashed games). I could not figure out how to make these work in MC because in all these games you get spells and stats from progression not creation (like in MC). How ever as you go back you start seeing a different style of magic use. Early style magic in games used the concept of learning scrolls or books that would be "forgotten" once used (Think Baldur's Gate and it's DnD predecessor). I thought this would work nicely in MC, especially if you "created" the spell in a "crafting" type way. Of course you would call it enchanting, but hey, it works.
Now, to my actual idea.
1. The point.
The point of all this is to use resources in "enchanting" proses to create spells of varying power.
2. How.
You would do this by A) Right clicking while holding a empty book/paper (to be expounded upon later) and then "enchanting" (the same way you craft) that book/paper with the resources at your disposal or :cool.gif: using a "enchanting" table to enchant books/papers. The difference being whether it would be better to have to have the player have to set up camp before he can enchant.
3. Storage.
The spells that you have made would be graded. I was thinking levels 1-5. 1 being a high power and 5 being low power. Spells of the same type can be stacked depending on there lvl. i.e. lvl 1 can only have 1 a stack, lvl 2 gets 2, 3 gets 4, 4 gets 8, 5 gets 16. Think 5 digit binary.
4. Use
You would use a spell by right click and hold when you have it selected (standard fair for anything with a special use in MC). However, there would be a casting time (which you would have to hold down the R mouse button in order for it to successfully fire off. Like braking a brick) and you would not be able to move while casting (makes it so you can't just spam high lvl spells). After use the spell and the paper/book would be use and gone. Low lvl spells would cast quickly while high lvl ones would cast slowly.
5. Effects
This is the most "up in the air" part. Some thoughts that I had include high lvl destruction spells that would cost gold, red stone, and maybe even diamond to make and would be fast travailing with explosive impact to very small low lvl spells that can be a way to stack food or tools even "expand" your inventory, but there would all ways be a loss of resources.
6. Paper/Books
My thought on this is that, simply, books would be a 3x3 "enchanting" grid while paper would be a 2x2.
7. Conclusion
The point of magic is to do cool stuff that you would not normally be able to do, but on order to do that there is always cost. The highest lvl spells could cost diamond for only one use but you could destroy towns, castles, even mountains. I think that the way I have suggested would still be Minecrafty while adding, maybe not a knew depth, but at least knew width to the game. Spells would have to be balanced of course but I think there is nothing here that directly contradicts the core concept of mine craft.
8. Post Script
Although there is not a case of this in MC you could have enchanting "recipes" that could be fond in dungeons and the like for the people who want to try and play the game with out using the wiki. Speaking of which, it would cool to be able to find crafting recipes in dungeons to help move you along. Just a thought.
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I think this would work nicely if it cut falling damage in half or something to that effect. I don't think that it should naygate falling damage all together because then you could go any were with little hassle. It would still make exploring easier, but not too easy.
And, welcome to the forums. :smile.gif:
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I think this might have been missed, but idk. I've just been looking for a good server to be apart of and I really like the look of this one.
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Position: Resource Collector/Guard
Playing Since: A months or so ago.
Why I should be a Resource Collector/Guard: I like shooting things and I like working with a team. I also really like the idea of trying to tame a wild land.
Comments: Great idea. I would love to be in on it.