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Post by Peter on Jan 30, 2012 11:43:44 GMT -7
Devs have on occasion mentioned getting guards into MineColony to protect the colony.. Great idea so let's have a brainstorm of HOW they should work... What do we want them to do..? Should they be upgradable? What types of guards should their be? How Many? What mobs should they kill? Etc. My thoughts are.... Guards should protect against the mobs naturally hostile to the player (and MC NPC's) if this can be implemented to naturally include 3rd party mod mobs (Mo creatures as the obvious one) then all the better.. Yes guards should upgrade via the building.. But make this EXPENSIVE to upgrade... Also max number of guards should be dependent on building level too... Guards should also be directed by the warning bell, not wander aimlessly. This forces you to think about bell placement.. Types of guards would be melee and archers naturally, but you could implement magic users too, although not 100% sure that fits.. Make them intelligent enough to RUN from creepers unless they are at sensible archery range. Number of guards, say 2 per level up to 8 at building level 4... One melee one Archer per level?? These should also count towards the citizen count, have wives etc.. Crafting recipes is obviously a sword in the centre . Perhaps you could have a barracks building built from a recipe with an iron armour chest piece in the centre, and then in the barracks is up to 8 slots where you can add further chests, one built with a sword in the centre for a melee guard, one with a bow for an archer, and one with a book for a Mage... When these are put in the relevant place in the barracks (next to a bunk bed??) the a citizen takes the guard position like a worker.. (but doesn't sleep at night). Could make it if the guard gets to 5HP or less they run back to the barracks and sleep, regaining 1 HP per MC Hour.. Lots of possibilities, and I'm sure others will have some other awesome ideas... Let's hear them
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Post by 0mnomnomagon on Jan 30, 2012 14:03:49 GMT -7
sounds awesome pmardle!!! i think guards wuld be a really cool addition to gameplay. maybe a whole military chest would work, which would include an archer, swordsman, possibly a general of somekind? and some citezns who need work could join the military i think that would be a pretty cool feature, having to work theyre way up through ranks of military! idk though what do you think? anyway, hopefully something will come during a later update to MineColony (since the 1.1 version is taking awhile as is XD) btw, since you are testing it (as i believe) do you happen to know when the mod WILL come out for minecraft 1.1? let me know thanks 0mnomnmagon
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Post by ldog on Jan 30, 2012 14:18:00 GMT -7
I like most of this. Don't care for the wives. Another 8 houses per level 4 barracks? Granted, it does raise the taxbase, so I guess I could tolerate it I think it'd be better not to though. Some people wanted children added (yuck). Think of the guards as the unmarried children of the existing settlers I think they should just live in the barracks and call it done. 2 per tier like you said. My idea had been originally have melees work out of gates and archers patrol any walls, but I think having them respond to warning bells is a better solution. It makes the bells more useful, and since they already exist it keeps things simpler (KISS) Not sure I care for the idea of having to micromanage the guard types, but instead of a chest for each how about just like the other workers they need tools. So give them weapons and they use them. Maybe armor as well. So do I give them diamond swords or just have them make do with iron and save my diamonds for something else? Yeah, I think I like that. I don't care for straight archer/melee either (especially for creepers). It would be nice if they could switch at need (and ammo). So provided you give them everything they need they will make use of it. Mages...not sure how I feel about them either. Minecraft has gone magic officialy I suppose(enchanting & potions). I've gone crazy with tech lately (IC2, BC, RC, Forestry,etc) but right there with it I have magic (EE, TC). So I what I am trying to say is I don't find magic & tech mutually exclusive (although redundant at times). I guess it depends what flavor the devs want to keep for the mod. I think a seperate mages guild would be a better option though. So you have to build a magetower and you get a few mages, or maybe you could make wands/staves/whatever to equip guards with if you have the mageguild and then you can have mageguards too? Maybe a healer from temple/church. Kinda like ToK. I liked the ToK guards (from the city, not the assassins creed wannabes from the guild who teleported up my ass every 2 seconds like a vanilla wolf) even if their effectiveness wasn't great unless you set them in groups and they survived long enough to level up (except the mages who could blast everything in sight). I did like the way you could assign them an area or grab them to follow you. Granted I don't want to see exactly that, since I think Minecolony should have "its own" guards with their own flavor, but it's a good starting point. Obviously there needs to be some other changes if we go the consumables route (like ranching so chickens get raised for feathers to make arrows as opposed to the animal mass murdering soccer moms we have now) and then what do we do with the hunter since we've basicly put him out of work? So a lot depends on Scott and teams future vision for Minecolony.
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Post by Peter on Jan 30, 2012 14:46:23 GMT -7
I think the rc17 release is a couple of days away
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Post by pvtpirate on Jan 30, 2012 14:56:46 GMT -7
i also think that idea of how guards should be is great. the hunter oviously was just killing any useful mob and died while he tried to defend the village against a creeper. mage guards from a mages guild are a good idea. having a main military building is good. having guardtowers for archers and gates for the melee guards would be great too. i thin kthey should level up with the barracks and the mage guards should only wander the gates or towers. having healers from the church would be great too and stop the citizens from killing mobs, please.
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Post by 0mnomnomagon on Jan 30, 2012 17:07:25 GMT -7
oh cool thanks i cant wait for the release ive never played the mod but cant wait to try it out ;D
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Post by Peter on Jan 31, 2012 2:50:35 GMT -7
Actually..
How about for my idea, the barracks building comes un-populated, and you upgrade the building to increase the maximum number of guards (2/4/6/8) = in the buildings there are slots where you can plug in either a wooden sword, stone sword, iron sword, gold sword or diamond sword... The level of guard you get depends on the level of the sword you plug in (perhaps have 2 slots so you can add a bow in as well if you want an archer (i.e. diamond sword + bow = highest level archer)
Makes the guards configurable to your needs, the "slots" could be handled by a "machine" like a furnace that has 2 slots to put things in (one for the sword, and one for the bow.)
The level of guard should come with the relevant level of armour
Wooden = None Stone = Leather Iron = Iron Gold = Gold Diamond = Diamond
Level should also dictate damage output, but not necessarily scaling like a player would with the relevant weapons..
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Post by ldog on Jan 31, 2012 9:59:31 GMT -7
I think the amount sounds good (besides it conveniently fits with the amount of beds and the number of levels in the already designed barracks). So no building built, no guards, and honestly you shouldn't be thinking about placing a barracks before miner & lumberjack are in anyway. Why not just a chest at the foot of their bed that you drop their equipment in? Or maybe a guard captain with a GUI? (I am down to 1 block id so I am deadset against more blocks! ) I'm for equipment vs some arbitrary level. Also the more sinks you can add in for resources, the more reason there is to farm them. So, for instance who bothers with leather much, but if you have 8 guards to contantly issue new armor to, you might want to put at least some of them in leather. Other than those points though, you and I are basicly in agreement. So who else has ideas?
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Post by Marie on Jan 5, 2024 18:46:23 GMT -7
We wish to thank you again for the beautiful ideas you gave Janet when preparing her own post-graduate research as well as, most importantly, for providing every one of the ideas in a blog post. Provided we had been aware of your site a year ago, we might have been rescued from the unwanted measures we were implementing. Thanks to you. adults toys
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