What annoys me is when people act like dicks when you ask a question. Just sayin'.
I don't know what all that means about VPN's and LAN connections and what not. Does it make a server or something?
- reaverofdarknes1
- Registered Member
-
Member for 10 years and 23 days
Last active Wed, Jan, 27 2021 16:44:28
- 2 Followers
- 1,051 Total Posts
- 241 Thanks
-
1
Tigax posted a message on Copper, Tin, Silver, Bronze, and SteelThere's a lot of "stone", and there should be, but in all that stone, perhaps we could add a few more metals to make the game a little more interesting.Posted in: Suggestions
Like Copper, Tin, Silver
Could add Copper and Tin together to make Bronze, a harder metal alloy.
Could add Coal to Iron to make Steel as well.
Sure, it wouldn't make the game easier like 90% of the posts i read, but it would add content. -
1
varkarrus posted a message on Nether Biome Suggestions!This is the place for you to post and discuss ideas for nether biomes, since it is somewhat lacking.Posted in: Suggestions
Most areas of the nether would be similar in appearance, I guess. Maybe there should be some kind of grid, like normal biomes, but different
There would be Temperature, which ranges from gloomy to boiling, Sinisterness, which ranges from Creepy to Lovecraftian, and Pain, which ranges from None to Extreme Torture.
Low temperature would have rare hellstone, and no lava, and instead river-styx like black water, maybe with undead living in it. As it gets hotter, hellstone begins spawning more often until it is everywhere, and later, larger magma pools. Anything higher would start to create a bit of a hazy effect, eventually causing damage from 350 degree heat (You can prepare meat and bake cookies in this biome simply by having them in your inventory), as the ground gets all but completely melted into lava.
Creepy sinisterness would be mostly cavelike, and would be dim and, well creepy. Enemies here are mostly enemies that like to sneak up on you. Getting closer to normal, ghasts will become more common, it will be more open, and zombie pigmen will get more common. As it gets to lovecraftian, it starts to seem like the world itself is alive.
The higher the Pain in a biome, the more torturous it seems, starting off mostly like a place that just seems dangerous to travel through, and ending with dangerous biomes where bad people are tortured. Low-mid Pain biomes are the most common. Normal Nether would technically be low-medium pain, as higher pain nethers would have spikes and torture devices and neutral mobs that are constantly in pain.
Here is the list of my biome combinations:
Low Heat
Low Pain
Creepy: This area looks mostly like the cave systems in the normal world, complete with normal stones and ores. Hellstone will still spawn in clusters, as well as slip mud. Ghasts are incredibly rare, and Zombie Pigmen never spawn. Enemies in here mostly include enemies that like to creep you out as they sneak up and kill you. Maybe Nethercreepers? This area is mostly made of thin tunnels, that widen as they approach a different biome. This particular biome combination will be somewhat common.
Normal: This area will be more wide open, and filled with skeletal mobs. Large lakes of black water, complete with fishable undead will be present here. This area will also be quite common, and is the safest biome in the nether.
Lovecraftian: Not possible, they need to be at least medium heat.
Medium Pain
Creepy: The cave systems will look similar to the ones in low pain, but the terrain here will be more dangerous, including dangerous stalactites and stalagmites. Occasionally, iron door rooms will spawn, with mobs occasionally being inside (like zombie pigmen or zombies, or who knows?). If there was a "weeping angel" esque enemy, it would spawn mostly here. This area is about 3 times as rare as the low pain version.
Normal: It will be similar to the low pain version, except the undead would be more dangerous. A possible neutral mob might be a shade that wanders about and refuses to look directly at you, and while it can be hit, has unlimited health. This area is also about 3 times as rare as the low pain version.
Lovecraftian: Not Possible, they need to be at least medium heat.
High Pain
Creepy: Here is where the going gets tough. Spikes are almost everywhere, and Hellrubble, which falls like sand or gravel will often spawn here. Enemies that spawn here will be really dangerous, but not due to their physical attack. A Bargoth mob, a rare-ish fat monster with a whip will occasionally spawn here. They have a whip which stings a little, and does a poor job peircing armor, but each shot will slow you down a bit. And if they catch you? They kill you painfully by throwing you at damaging terrain. If a Bargoth doesn't notice you, they will antagonize Zombie Pigmen that spawn in the area. Famine as a possible enemy?
Normal: Here, the black water will usually form currents and whirlpools. The shades from before will transition and become more timid than before, maybe fleeing from you. The Bargoth mob from before will spawn more often, liking to throw you into the black rivers, where the current pulls you around, battering you against rocks. The undead would be just as dangerous here as medium pain. Again, Famine would spawn here, and in much greater numbers. Pools of slipmud, and Nether Maggots are common here.
Lovecraftian: Again, needs to be at least medium heat.
Medium Heat
Low Pain
Creepy: As it transitions from low heat to medium, hellstone will spawn more often, and later pools of magma, and the stalkerish enemies from before will be less common, only to be replaced by less creepy, but more dangerous firey mobs. In essence, it will look like normal nether, but with thinner passages.
Normal: Pretty much normal nether, except with no Zombie Pigmen, and slightly less ghasts. Probably a weak-ish mob should spawn here to liven it up as it would be not very dangerous otherwise. Ghastmothers could spawn here, but you could hang around for several in game months and only see 1.
Lovecraftian: This is similar to vanilla nether, but pretty much more difficult. As you descend into Lovecraftian territorry, floating islands become common, lava pools get smaller despite temperature, and ghasts become very common. Ghastmothers would become significantly more common, but still incredibly rare. You'd be likely to see one if you stayed in one spot for an ingame week. Maybe a cthulhu-esque mob could live here, and make the world dangerous for you. The world doesn't quite get to the point where it seems alive, even at maximum lovecraftianness.
Medium Pain
Creepy: This is pretty much the same as the low pain version, except with more stalactites and spikes and such. Famine mobs, again would spawn here, as well as the occasional Bargoth.
Normal: This is pretty much vanilla nether right here. This is one of the most common biomes. Ghastmothers would be about as common here as they would in Lovecraftian/Low Pain. Zombie Pigmen would spawn here, and you would also get Famine mobs.
Lovecraftian: The ground is alive here. Ghasts are common here, but Zombie Pigmen are slightly less common. There is a small chance in the area that a Zombie Pigman will suddenly cower, cover it's head, then become aggressive against you. As it reaches maximum lovecraftianness, Harmless eyeball mobs will spawn on blocks, that keep an eye out for you. Tentacle mobs will try and throw you around, and can only detect you while you walk on normal ground. No famine mobs here.
High pain
Creepy: Like the low-temperature version, except with lots of lava and hellstone, and fires. Bargoths would spawn here and torment you with lava, or fires. Bargoths killed in this biome will have a higher likelihood of dropping bacon. Again, Famines would be common mobs here.
Normal: This looks a lot like vanilla nether. Hordes of Zombie Pigmen are constantly antagonized by Bargoths. Ghasts will ally with the Bargoths. This biome is the one where Zombie Pigmen require the most help. A rare but dangerous mob is a giant flaming skeleton that bursts from the lava, blindly attacking anything in close range. Killing it will make it noticeably relax as it dies. Ghastmothers spawn here but are still incredibly rare. Oh yeah, and nether maggots.
Lovecraftian: This biome has more eyeball and tentacle mobs then the medium pain version. Much more. This is the only biome where a flying ball of death known only as a Zoth spawns (corruption of the word Azathoth). The Zoth looks like a mess of tentacles and eyes, being similar to a ghast, but smaller. They spawn in groups, and will swarm you like slow moving hardy bats.
High Heat
Low Pain
Creepy: Here, the tunnels of lava become too dangerous to navigate, with areas not submerged by lava being much rarer. You will take about 1/4 heart of damage as often as once every 20 seconds.
Normal: Again, this biome is incredibly difficult to colonize. It's slightly less hot than the creepy version, being at most once every 50 seconds. Ghasts thrive here, and this is also the place where you are most likely to find a ghastmother, with the chances of finding one being around 75% each day. There is almost no ground here.
Lovecraftian: This is similar to the medium heat, low pain version, except pretty much the only ground is made of floating islands. Damage is at it's hottest 1/4 heart every 50 seconds.
Medium pain
Creepy: This is the hottest biome, taking a full 1/4 heart of damage every 5 seconds. Otherwise, it is like the low pain version but with more fires. There are no bargoths or famine here.
Normal: Just like the low pain version, except even hotter (at it's hottest, 1/4 heart every 15 seconds). There is very very little solid ground here. The ghastmother spawns fairly frequently, but not quite as often as it does in low pain.
Lovecraftian: Zoths spawn here, as well. The eyeball and tentacle mobs are rarer, and you take, at this biome's hottest, 1/4 heart every 15 seconds.
High Pain
Creepy: There are very little mobs here. At it's hottest, you take a 1/4 heart of damage every second. Almost all ground not submerged in lava is on fire.
Normal: There is no solid ground here. The giant thrashing burning skeletons are much more common. The ghastmother spawns slightly less common than in the medium pain, but they are still easy to find here. At this biome's hottest, you take a 1/4 heart every 5 seconds.
Lovecraftian: OMGWTFBBQ. This is the most dangerous biome in the game. Giant chunks of floating meat, most powerful mobs in all of minecraft, and you take 1/4 heart of damage every 5 seconds. The king of the nether spawns in this biome, and this biome ONLY. This biome is the absolute most rare, to the point where you generally don't have to worry about your nether portal sending you here. But the rewards are great...
-
2
cba123 posted a message on Even bigger than a Mega Mob: TitansDisclaimer: I'm a new poster, and this could very well be in the wrong spot. It says suggestions are to be limited to one, and technically it is one suggestion, but a large suggestion with multiple points. Just let me know what I have to do to move it if it's in the wrong place and I'll do so.Posted in: Suggestions
tl;dr version: Monsters so big that they are unique to certain biomes have to be made out of blocks which can be mined for profit.
Anyway, a preface. Some of the best moments for me in this game are when you happen upon some huge natural formation that blows your mind with it's scale. A giant mountain range, a sweeping cave, a huge waterfall, etc. What if there were a mob that does the same thing? Mega mobs have already been discussed, but I'm looking at something bigger. A mob that is Shadows of the Colossus style big, that looks as though it is more a force of nature than a specific enemy...
This idea may well be too ambitious for what the current engine is geared towards. What I was thinking of was a mob so huge that it's comprised of moving blocks; you can climb on them, build on them, even mine them if you don't mind aggravating the beast. And of course, it's so big that it could very easily crush everything you know and love if you don't find a way to stop it.
"What if I don't want these things in my game?"
Titans are radically different from the other mobs because of the damage they can do. And yet the challenge they present is not one that can really be measured by a difficulty setting. So, rather than just say "No titans in easy", I think it would be easier to have as a different bar that says when a Titan is allowed to spawn in your game; after the first day, after five days, after ten days, never, etc.
"How do I tell if one of these is coming after me?"
They should be so big and noisy that in most cases you'll know in advance if they are on their way. They also have a predictable spawn for each one; they are tied to a specific biome and typically spawn at the outer edge of the chunk heading in a random direction. They aren't necessarily heading towards the player; some are not aggressive unless provoked, others will only attack if you meet certain qualifications. Once the titan reaches the other edge of the chunk, it disappears until the next time a random number generator decides it is their turn.
"Why would I want this in the game?"
They represent a Sword of Damocles; a titan can smash up the unprepared with quite a bit of ease. This adds a layer of suspense and challenge to a survival game; the best way to deal with them is to meet them out in the field away from your fortifications that they could damage, but that can leave you exposed and vulnerable if something goes wrong. Additionally, they offer a sizable reward for victory; most titan's have redstone for eyes, diamonds for hearts, are made of a material like stone or glass that you can harvest, and may contain other treasures. In addition, all colossi contain a token for a brain. Holding that colossus's token in your inventory prevents a colossi from spawning in that biome.
"How do I stop one?"
That depends a lot on the biome, the battlefield, and your playing style. It only stops once all it's hearts or it's token has been mined. You'll need at least iron to fight most of them, since the hearts are made of diamond ore. Crystal would be best, since a crystal sword will ignore the stone like qualities of their skin. You won't be able to do anything about their bones without slaying them first, though.
However, direct combat may not be your style. You may instead want to trap them. Something that big is slightly less maneuverable, and trapping it in a pit deeper than it can jump will allow you access to it. Likewise, bogging it down in a flood of water, lava, or tnt can buy you the time to deal the finishing blow.
Or maybe you don't want to kill it at all. You could build a house on top of the less aggressive ones and give new meaning to the words "mobile home". 'Course, it won't leave your biome, but that's a good thing. Wouldn't want it to despawn and leave your house floating in midair somewhere.
"Wouldn't something like this be a big detriment to multiplayer games?"
Umm... yes. Lag would be an issue with that many moving parts possibly not even in your area, and having a passerby trigger a giant to come smash your house while you're mining would be a bad way to start your day. At the same time, imagine the feelings of accomplishment and camaraderie when a group of strangers bands together to protect their homes from some larger than life menace.
"Some of these monsters look like they can eat you. How is that supposed to work?"
I'm not sure how feasible this is, but I'd try to create a "dangerous area" block that acts similar to water with a few changes. You don't suffocate in it nearly as fast, and it doesn't slow your movement. This should give you time to navigate to the stomach edge and mine your way to the heart chamber, depending on the number of hearts in the beast and the quality of your gear. Worst comes to worst, and you can mine down and out for a breather. A monster may be able to regen his skin, but as long as you damaged a heart you're making progress.
I ran out of questions to try and answer, so here are some examples to better illustrate my point.
Grassy hill/ standard biome: Rock Giant
Comprised of Stone, Cobblestone, Mossy cobblestone, and a few trace minerals, the Rock Giant is a 48 block tall Titan that ponderously stomps about a map. Should he be generated, he always spawns at the farthest edge of the currently loaded chunk and walks in a random direction.
The rock giant can stomp anything that is not either solid or is supported by at least 2x2 support beams. Being stomped is similar to TnT, and can be devastating to unprotected trees, crops, or houses. He can only lift his feet 4 blocks high, which may lead to him kicking a house inadvertently. Thick walls will help in these cases.
The best way to deal with the giant is to build a hill in his way to cause him to divert from your house. Since he can only step four blocks high, building a 4 block high wall that is at least 2x2 thick will lead to him bumping up against it, not being able to destroy it, staring at it for a minute or so, and then changing course.
Defeating a rock giant isn't so simple. His cobblestone armor can be mined away to expose his stone skin, but that skin can only be mined by Iron or better. And mining it is a sure way to get him angry. You could trap him in an area where he couldn't get out and keep him as an exhibit (or even build a house on him if you wanted to), but there are reasons to take him out permanently. His eyes are made of Redstone and his heart is a block of diamond ore. Taking out his eyes and enough blocks to mortally wound him is one solution, though mining out the heart or brain are faster. The brain is an ore that drops a Rock Giant Token; a rock giant won't spawn in a chunk with a token inside an inventory or chest.
Tools for defeating him: Iron pick axe is the easiest to come across that still gets the job done. A diamond sword cuts through him even faster. It would take a lot of tnt, but that's another satisfying solution. Flint arrows can't penetrate his skin, but if you made the arrow head out of something tougher...
Grassy biomes won't have many environmental advantages, but a properly placed lake could slow him down while a tall enough hill could get you on top of him.
Desert Biome: Sand Worm
Sandworms are only found in areas comprised mostly of sand. They look the same way sand worms always look, straight out of Dune. As they travel through sand, the push the entire volume up, which then falls back down as they pass under it. This makes it very easy to determine if a sand worm is on the approach. If a sandworm is on track to hit a structure, it is wise to reinforce the floors, since that is where the impact comes from.
Sandworms aren't much of a threat to buildings, since most buildings will be built near rocks in order to mine from them. Even buildings on the open sand simply need a 2 block thick floor to be fine. However, sandworms will surface in an attempt to scoop hapless players up if they aren't in a shelter.
Getting eaten is oddly the easiest way to deal with the creature. Once inside, just dig towards the beating heart and mine it out before you run out of air. Alternatively, get on top of the worm and cut out it's brain before it submerges. Be aware that a bigger worm could have more than one heart...
Any pick can mine a sandworm, but iron does it the faster, which is an important consideration when you're suffocating. It's also the only way to recover the diamond heart, though you could take the brain and leave the heart till you have the tools to mine it.
A dead sandworm surfaces one final time before turning to glass and shattering. The skeleton and skull remain as a monument to your task, while the rest of the unmined worm becomes glass that you can pickup. Trying to mine the skeleton breaks it and gives no drops. The worm has no eye, so you get no redstone. You will get the diamond from the heart and the token from the brain, however, and it could have weapons or equipment from previous victims inside of it for your taking.
Ocean Biome: Zaratan
A zaratan is a gigantic sea turtle. If you ever watched Aladdin 3, the Vanishing Isle was a zaratan. Basically, this turtle is so big his shell is an island. Most of the time, a zaratan just sleeps. The only thing that will wake him up is trying to mine part of his shell, which you'll recognize is happening if it takes longer to mine than normal stone (and is shortly followed by the island waking up very cross at you). Once awake, a zaratan submerges for a day to drown whatever attacked it. This can be deadly if you're trapped in an area with no air.
There are 3 primary ways to take one out. Obviously the brain and heart if you let him eat you, but every Zaratan also has a cobblestone temple made out of their shell. Locate this temple, defeat whatever crazy mobs have recently taken up residence, and travel to the very bottom of it to reach the creature's heart. Not quite as easy as blasting through it's stomach, but the choice is yours. A dead Zaratan rises to the surface and converts to stone. It has 2 redstone eyes, a diamond heart, and the token brain, as well as any treasure in the temple.
The zaratan is another beast you may wish to leave alive. Get some fish near the head and you can convince it to swim towards them to eat them, allowing you a mobile island fortress to sail the ocean with. could be impractical if your ocean biome spawned landlocked, but a boon if you've multiple oceans chained together and a creeper doesn't set off his defense mechanism.
Winter Biome: Ice dragon
Notch has already said dragons are going to be a part of minecraft one day, but here is my take on it. Ice dragons roar whenever they are in the area to let you know about them. Although not as big as the other titans, they're a bit more aggressive.
Ice dragons fly around breathing ice on their victims. Ice breath has two forms: A cone of ice will cover anything it hits in a layer of ice, excellent for trapping a player. This does little to no damage if the player is wearing anything to protect them. The second is an ice bomb, which explodes like a fireball made of ice. While it won't freeze a player, it'll push him or her around and do a lot more damage. A dragon can only breath ice once every interval, to prevent them from just bombarding you from out of reach. Dragons can also claw you or bite you, though they won't swallow you whole like some of the other titans.
Arrows are a pretty solid way to tackle Ice Dragons. Get a couple shafts into their wings to stop them from flying around, and they are easier to deal with. Though if you plan on using arrows the entire time, you'll want something stronger than flint. Once on the ground, hack at them with a sword or lure them into a trap. One of the best tools for fighting an ice dragon is fire; perhaps you want to lure them into a forest and burn everything to the ground, or perhaps you've got a lava trap raring to go.
Another more dangerous tactic is to get on it while it is flying and either take out the wings or go for a kill shot. Less dangerous since it can't claw or ice breath you, but much more dangerous if you fall off it. Building yourself a quick safety net and good use of crouch would be key here.
Once defeated, a dragon shatters into an ice skeleton, similar to the sand worm (except ice can't be picked up). Dragons do not have redstone for eyes, but in addition to the token and diamond heart you also get a dragon egg. Raising a dragon will give you your own flying mount; a longer time investment than a pig mount, but a bit of a more practical use of your saddles. Hatchlings aren't that much bigger than you, can only use a smaller ice cone or spit harmless snowballs (same as throwing one with infinite ammo), and will consent to being ridden if you keep them fed and aren't mean to them. Slain hatchlings shatter into ice and drop snow balls.
Cave Biome: Tarrasque
A tarrasque is some french monster with four-six legs, a lizard's body, a scorpion tail, a hard turtle like shell, and a nasty face. This beastie lives deep underground, where it sleeps until disturbed by the player.
The tarrasque always spawns in a large cavernous area generated by the map specifically for him to be there. Should the player leave and return (without possession of a token), the tarrasque is always found slumbering in the same spot. He can be identified by a soft but deep snoring. The tarrasque only awakens if light reaches him or he is damaged; ideally, the player reaches a huge cavern, plants a torch, sees the Tarrasque's angry red eyes open from the light, and gets a head start on running.
The tarrasque plows though any rock besides bedrock or obsidian. Still, dropping two obsidian in a row won't save you since it can go around or reach a claw through and grab you. It's also a bit inconvenient to line your mine with obsidian to protect it, but better that then losing it all. It also poses an interesting chocie to the player: Do I run for that lava bank and hope there is obsidian near it that will protect me, or should i try heading for the surface and risk it smashing my work?
The tarrasque's tail creates stone whenever it swings against something. This way a single tarrasque won't destroy your entire mine; just re-randommize it a tad.This newly created stone spreads out a bit and has the same chance to create veins as it did during map genesis. Because of this, a tarrasque attack doesn't have to be a bad thing. As long as you have a reliable way to get rid of it, you can use it to restock your mine with more materials.
Killing a tarrasque is supposedly impossible; the best anyone did in mythology was tame it back to sleep. That would be inappropriate for a game setting, so I'm sure we can think of something. Personally, I like the idea of tricking it into a portal to hell and letting it deal with the ghasts. Course, then you have to fight ghasts to retrieve your token and other treasures... A better option might be to just trap it in lava and then take out the brain.
A tarrasque's skin turns to stone, but it's bones become iron ore with a chance for scattered gold around weaker points like joints. Because the tarrasque is aggressive, it is also much more likely to have the treasures of munched on survivors either in it's lair or in it's belly. Extra risk for extra reward.
Hell Biome: Cerberus
A massive hellhound that guards the entrance to Hell, Cerberus is only interested in doing his job . If he spawns and a player happens to be near a Hell Gate, he will seek them out to guard his home. This forces the player to fight the beast, potentially damaging the hellgate, or flee either back home or deeper into Hell where other more aggressive baddies lie in wait.
Being a creature of hell, Cerberus is naturally immune to fire and lava. He'll also bleed fire or even lava from critical wounds, so installing a pool of water nearby is a good idea. One of his heads holds the token, and this head is also capable of breathing fire. The other two heads hold hearts to help keep circulation pumping through the creature, and taking them out disables that head.
The reward for beating Cerberus, besides a token to protect from his wrath the next time you visit, is the three hearts, and gobbled up treasure, plus his body will collapse into coal, hell stone, and gunpowder. Since coal is an otherwise limited resource, Cerberus may be the best way to keep your powered carts running on time.
Remember that Cerberus is only aggressive if the player (or other non-hell denizen) is near a portal; A powerful character could decide to build an observation post on his back and let the beast wander, noting from his aggression spikes where natural portals are located.
Well, those are my ideas. Anyone have any thoughts? A bit disorganized, I know, but I'm not perfect when it comes to writing or typing. I hope it's enough to get the basic idea across so everyone can point out how much work it would be to encode and how unfeasible it would be in a multiplayer game.
Edit: spelling, answered a question about getting swallowed asked on another forum.
-
1
Seagulls posted a message on 3D Minecraft - Anyone tried it?it makes my eyes hurt like hell but it's pretty neat for the 2 minutes i can stand using it.Posted in: Alpha - Survival Single Player -
1
My idea for this is that each block is made of smaller blocks that you can remove and add (only within the blocks parameters).You have to have a chisel and hammer to do this on non-soft materials.Posted in: Suggestions
Forgot to add that this could be done on weapons as well, except you would write a word(s) on it (like a sign).
Any thoughts? -
1
Droqen posted a message on Heavy Armour should actually be HEAVY :DSuggestion: Two basic categories of armour.Posted in: Suggestions
Light = does not restrict your movement. Offers light protection and might have low durability.
Heavy = does not allow you to jump at all; takes time to put on or remove (or something to discourage putting it on and taking it off frequently -- maybe it loses durability or something silly, yet basic, like that). Offers truly heavy protection. You can't swim up while in water.
Allow me to explain myself.
The most obvious thing to do with 'heavy' armour, as many might say, is to simply slow the wearer down. This is true; it is an obvious thing to do. It is also incredibly boring. Nobody wants to walk slowly, especially in combat, which is supposed to be a high-energy sort of situation.
Thus, heavy armour should allow you to move at full speed but encumber you in another way.
If you cannot jump, that means:
1. The only way to ascend is to climb half-steps. This gives half-steps more practicality if you want heavily armoured patrols [for example].
2. Flat ground and half-steps are indicative of a civilized location (or at worst, flat plains/grasslands). Heavy armour is also indicative of such a thing.
3. If you want to explore, you don't wear heavy armour. It's just too unwieldy just as it should be. Yes, you could carry around a pocket full of half-steps, and that would be a strange but interesting tactic to use if you wanted to explore in heavy armour. Same goes with spelunking -- you really wouldn't wear heavy gear to go mining in a cave, unless it was a dangerous cave with proper stairs.
4. You can drown easily! Heavy = no swimming. You can also use interesting tactics such as luring a group of heavily-armoured minecrafters to their watery dooms, by either dropping them into water or by flooding them with water. Especially dangerous with the newer water physics.
5. Combat! The section after the next will cover this.
No Jumping & Alternatives:
Here's an alternative to No Jumping whatsoever...
You can jump, but every time you do it 'exhausts' you slightly and leaves you unable to jump (or move?) for a second or two.
I'm not certain how I feel about this.
Combat.
Light = exploring, hunting, or guerilla tactics
Heavy = powerful warfare, or defense
Light armour should be paired with most 'light' weapons.
Heavy armour should be paired with most 'heavy' weapons.
Perhaps, to facilitate this, heavy weapons are much more powerful again heavy armour but incur a jump-dampening penalty (which obviously makes no difference if you are wearing heavy armour already).
Light vs. Light = Lots of dodging and possibly jumping going on. Light weapons will hit for mediocre damage on one another. The combat may move to interesting terrain.
Heavy vs. Heavy = Will probably only occur on flat land. It will be mostly the same, as Heavy weapons will hit for mediocre damage on Heavily-armoured targets.
Light vs. Heavy = A Lightly-armoured foe will be able to escape easily if the terrain is rough. Light weapons will deal minimal damage to Heavy. Meanwhile Heavy weapons will deal slightly better than mediocre damage to Light. One combatant will be able to escape more easily, but will not do well when the Heavy is at home in the proper environment in which one is meant to use Heavy equipment. [In a paved town, or a castle]
Ranged Attacks.
Ranged attacks could be very weak against Heavy armour, meaning the best ways to actually deal with Heavy foes are:
1. Your own Heavily-equipped soldiers
2. Clever tricks and traps!
There's nothing more. I'm finished. Except for this.
Please don't bring up realism. Like, at all. Zero mention of it. I don't care if people can wear heavy armour and do acrobatics in real life. I don't care if you think I'm suggesting this because it's realistic and it doesn't belong in Minecraft because Minecraft is about fun. I am suggesting this because I think it's a good idea, and would add a whole new level of player interaction and tactics. - To post a comment, please login.
1