Post by gubaguy on May 14, 2012 21:07:45 GMT -7
Heyo! I had a few random ideas that may or may not be good ideas that i thought i might share with everyone about minecolony!
Now i know some of what im going to put here IS planned already, least thats my understanding from what i read in the wiki. And some of it may not make a lot of sense, but bare with me ok?
New mobs/NPC's:
Soldier/Warrior/Guard:
Pretty straightforward, an NPC designed for 2 things, defending your village form hostile mobs and NPC's, and attacking hostile/enemy villages (ill explain this later on in my post). Guards woul duse gold coins, armour or any kind, weapons or any kind, food of any kind.
Alchemist:
This NPC does a small variety of things, most of them revolving around magic and alchemy that is already in the game. His home would include a cauldron or two, a brewing stand, and in future upgrades, a full fledged enchanting room filled with bookcases and an enchantment table. He would also aid in defending against hostiles by throwing damaging potions at foes, or helping potions at allies. Main job is to produce potions and gather resources to make them, potentially from an herbalist.
Herbalist:
Gathers obscure seeds and materials for us in potion making, like the alchemist he has a brewing stand, and produces potions like the alchemist, but at a much faster rate, and does not aid in defending. Has a specially designed basement and/or growwing area where in her grows things like pumpkins, melons, and nether warts (some kind of modification would have to be made so that despite not being able to grow nether wart outside of the nether, he could "collect" nether wart slowly, maybe 3-4 warts per day).
Thief:
An NPC that spawns naturally in the world, is not part of the village, will come into the village and steal small amounts of resources at a time, and will stash them in a chest at his home, can be killed by the player, if the player finds his home (most likely some small treehouse, or dirt den formed during world spawn) he can raid the chests for everything stolen, and a small amount of loot.
Enemy Village:
A Village that spawns naturally in the world and will grow independently, creating everything any village a player could make on its own. Will constantly expand, and if the NPC's spot the player they will assume he is a threat and attempt to kill him based on the size of the village. The enemy village would spawn with a castle prebuilt, as well as 3-4 homes, a town hall, a farmer, a miner, lumberjack, builder, roads, delivery man, and a guardhouse/training centerthe village would spawn in with enough resources ot maintain themselves and grow/expand over time, and will not attack the player until certain conditions are met. Will slaughter everyone in the village, as well as light buildings on fire, and blow up/destory all buildings they can find.
Examples or conditions:
1. player village population of X amount (adjustable)
2. Player attacks them
3. if the players village has expanded too closely to theirs
4. if the players village has a gaurdhouse or an army
5. they have reached a large size and wish to conquer everything.
Enemy King:
Ruler of any enemy villages that spawn, lives int he castle and does not require a house, will only leave his castle if his village is attacked, or if attacking your village. Wears full diamond gear, and has more life then the player, and attacks based on distance. (meaning if your close by he will melee you, if your far away he will use archery) Is much faster and deals more damage then any other mob or NPC. When killed drops loot, and you gain access to his villages chests.
Spy:
Trainable by both the player and the enemy king, requires a lot of pay, but will sneak into the opposing village and gather intel, as well as try to sneak off with resources, will tell you the size of opposing army and amount of resources they possess at the time.
Mercenary:
Spawns naturally in the world with a small shack as a house, will visit villages daily, if you talk to him you can pay him to defend your village, attack your enemies, or attempt to assassinate someone. Can also be hired as a personal guard.
Thieves Guild:
Essencially the same as an enemy village, accept its town is made up of thieves huts, and instead of guards, thieves merely make more thieves, creating a giant thief army. The more the thieves steal the stronger they get, though they are still extremely weak, and will attempt to weaken players before attaking them, namely by stealing resources to causes their own expansion to go faster.
Barbarian villagers:
Spawned in a barbarian village, they are strong, but relativly peaceful, only attacking when provoked of there are too many for their village to sustain. The villages are made only from wood and dirt, with some stone to make a chiefs hut, in the village females gather resources, and men hunt. The village does not expand, but they "reproduce" over time, causing overpopulation, when a village reaches its limit most of the village will leave to attack either mobs, the player, or enemy villages. they will continue to attack until their numbers have gone down to a managable level, and the cycle will begin again, to ensure the village doesnt die out, a few villagers stay behind.
New building ideas:
Spys hut:
Allows a spy to be hired by you or enemy king, once built does not need a house for the spy, spies only go out when told to, and will gather intel at every building in a village before reporting to a player.
Guards post/training ground:
Allows any male NPC in your villege to join your army, they require more pay, and food. They partrol the village day and night, as well as partrol along walls and towers, will attack any NPC not from the village accept for mercanaries, and spies. Better armour and weapons improve life and attack. So long as you have a guardhouse your village may support additional NPC's, an additional X amount per guardhouse, which will increase when upgraded.
Alchemists house/shop:
The alchemists shop would be designed with a ground floor, where his workign area would be, which would include a crafting bench, cauldron, and brewing stand. It would also have a living area in an upstairs section, so the alchemist would not need a house, as well the alchemist would not marry and not have a wife or female companion. Upgrades would cause his living area to become more furnished, work area more defined and magic looking, and ifnally a basement which would contain a library and enchanting room.
Herbalist shop/home:
Potentially the opposite of an alchemists shop, the herbalist is female, also lives alone. Her home is made up of a ground floor work area, the work area would have a small gardenlike area, in which she grows (one or two at a time) netherwart, pumpkins, melons, and maybe some wheat. (again, for netherwart there woudl have to be some kind of modification made that every so often the herbalist can "grow" netherwart and collect 1-2 at a time, but ONLY the herbalist could do it) Further upgrades include larger work area, which would also include a basement shroom farm, and her upstairs living area would be more furnished.
Treasury:
Large, stone building, with either an obsidian, or iron vault inside, the vault woudl be filled with gold blocks, or chests of gold ingots. The idea being, gold coins would be brought here by the delivery man, and converted into ingots and stored, or blocks and placed. When the player needs them for funds he merely comes here and takes them, if he runs out, hes considered broke until more are made (not including the gold form your income of course). Upgrades enable the storage of diamonds, and diamond blocks, as well as multiple underground vaults, some with chests, others with just blocks.
Thiefs hut (natural spawning, or built by natural spawning thieves):
Similar to a low level hunters shack, made up of dirt, and a little wood, contains 2 floors, a ground floor with a bed and table, and a ladder leading to a small basement with some chests for storing loot.
Barbarian shack:
As the name states, a shack for barbarians. A barbarian village would contain a chiefs hut, made up of some stone, and wood. All other buildings woul dbe made of just wood and dirt. the village is surrounded by a wall with 2 entrences, one on each side of the village. with a gravel path leading to them both, and to the chiefs hut. As stated above, the villagers dont naturally expand the village, and reproduce over time, once the village has reached too many villagers they will attack anything and everything to reduce their numbers.
Mercs. Shack:
Small, somewhat shoddy looking shack, made up of nothing but wood, with a few holes in the walls and ceiling, contains nothing but a bed, chest, and furnace for cooking. Mercs live here, and will kill anyone who hasnt hired them if they get too close. (will only attack players and NPC's who stray too close to their house, if paid to, or if provoked, are otherwise peaceful)
Bar/Pub:
Pretty selfexplanitory, just a local place for men to hang out, allows for bartenders and servers to move into the village, both would live in the bar, in either the basement or attic areas, also asusably husband and wife would own it. Contains a bar, sveral tables and chairs, and is only open at night. The upstairs would have several rooms, the basement would be for storage.
Well thats all i have for now, when i started typing this i had more ideas but as i got more and more into typing out my ideas, i started to forgot them, as well as some details with the ones i already posted (you may have noticed that). Anways, let me know whateveryone thinks! If i knew anything about coding id offer to help out by making them myself! (i do however know how to make minecxraft skins and design buildings, so i may go aheaed and make those and post them later, to see what everyone thinks)
Now i know some of what im going to put here IS planned already, least thats my understanding from what i read in the wiki. And some of it may not make a lot of sense, but bare with me ok?
New mobs/NPC's:
Soldier/Warrior/Guard:
Pretty straightforward, an NPC designed for 2 things, defending your village form hostile mobs and NPC's, and attacking hostile/enemy villages (ill explain this later on in my post). Guards woul duse gold coins, armour or any kind, weapons or any kind, food of any kind.
Alchemist:
This NPC does a small variety of things, most of them revolving around magic and alchemy that is already in the game. His home would include a cauldron or two, a brewing stand, and in future upgrades, a full fledged enchanting room filled with bookcases and an enchantment table. He would also aid in defending against hostiles by throwing damaging potions at foes, or helping potions at allies. Main job is to produce potions and gather resources to make them, potentially from an herbalist.
Herbalist:
Gathers obscure seeds and materials for us in potion making, like the alchemist he has a brewing stand, and produces potions like the alchemist, but at a much faster rate, and does not aid in defending. Has a specially designed basement and/or growwing area where in her grows things like pumpkins, melons, and nether warts (some kind of modification would have to be made so that despite not being able to grow nether wart outside of the nether, he could "collect" nether wart slowly, maybe 3-4 warts per day).
Thief:
An NPC that spawns naturally in the world, is not part of the village, will come into the village and steal small amounts of resources at a time, and will stash them in a chest at his home, can be killed by the player, if the player finds his home (most likely some small treehouse, or dirt den formed during world spawn) he can raid the chests for everything stolen, and a small amount of loot.
Enemy Village:
A Village that spawns naturally in the world and will grow independently, creating everything any village a player could make on its own. Will constantly expand, and if the NPC's spot the player they will assume he is a threat and attempt to kill him based on the size of the village. The enemy village would spawn with a castle prebuilt, as well as 3-4 homes, a town hall, a farmer, a miner, lumberjack, builder, roads, delivery man, and a guardhouse/training centerthe village would spawn in with enough resources ot maintain themselves and grow/expand over time, and will not attack the player until certain conditions are met. Will slaughter everyone in the village, as well as light buildings on fire, and blow up/destory all buildings they can find.
Examples or conditions:
1. player village population of X amount (adjustable)
2. Player attacks them
3. if the players village has expanded too closely to theirs
4. if the players village has a gaurdhouse or an army
5. they have reached a large size and wish to conquer everything.
Enemy King:
Ruler of any enemy villages that spawn, lives int he castle and does not require a house, will only leave his castle if his village is attacked, or if attacking your village. Wears full diamond gear, and has more life then the player, and attacks based on distance. (meaning if your close by he will melee you, if your far away he will use archery) Is much faster and deals more damage then any other mob or NPC. When killed drops loot, and you gain access to his villages chests.
Spy:
Trainable by both the player and the enemy king, requires a lot of pay, but will sneak into the opposing village and gather intel, as well as try to sneak off with resources, will tell you the size of opposing army and amount of resources they possess at the time.
Mercenary:
Spawns naturally in the world with a small shack as a house, will visit villages daily, if you talk to him you can pay him to defend your village, attack your enemies, or attempt to assassinate someone. Can also be hired as a personal guard.
Thieves Guild:
Essencially the same as an enemy village, accept its town is made up of thieves huts, and instead of guards, thieves merely make more thieves, creating a giant thief army. The more the thieves steal the stronger they get, though they are still extremely weak, and will attempt to weaken players before attaking them, namely by stealing resources to causes their own expansion to go faster.
Barbarian villagers:
Spawned in a barbarian village, they are strong, but relativly peaceful, only attacking when provoked of there are too many for their village to sustain. The villages are made only from wood and dirt, with some stone to make a chiefs hut, in the village females gather resources, and men hunt. The village does not expand, but they "reproduce" over time, causing overpopulation, when a village reaches its limit most of the village will leave to attack either mobs, the player, or enemy villages. they will continue to attack until their numbers have gone down to a managable level, and the cycle will begin again, to ensure the village doesnt die out, a few villagers stay behind.
New building ideas:
Spys hut:
Allows a spy to be hired by you or enemy king, once built does not need a house for the spy, spies only go out when told to, and will gather intel at every building in a village before reporting to a player.
Guards post/training ground:
Allows any male NPC in your villege to join your army, they require more pay, and food. They partrol the village day and night, as well as partrol along walls and towers, will attack any NPC not from the village accept for mercanaries, and spies. Better armour and weapons improve life and attack. So long as you have a guardhouse your village may support additional NPC's, an additional X amount per guardhouse, which will increase when upgraded.
Alchemists house/shop:
The alchemists shop would be designed with a ground floor, where his workign area would be, which would include a crafting bench, cauldron, and brewing stand. It would also have a living area in an upstairs section, so the alchemist would not need a house, as well the alchemist would not marry and not have a wife or female companion. Upgrades would cause his living area to become more furnished, work area more defined and magic looking, and ifnally a basement which would contain a library and enchanting room.
Herbalist shop/home:
Potentially the opposite of an alchemists shop, the herbalist is female, also lives alone. Her home is made up of a ground floor work area, the work area would have a small gardenlike area, in which she grows (one or two at a time) netherwart, pumpkins, melons, and maybe some wheat. (again, for netherwart there woudl have to be some kind of modification made that every so often the herbalist can "grow" netherwart and collect 1-2 at a time, but ONLY the herbalist could do it) Further upgrades include larger work area, which would also include a basement shroom farm, and her upstairs living area would be more furnished.
Treasury:
Large, stone building, with either an obsidian, or iron vault inside, the vault woudl be filled with gold blocks, or chests of gold ingots. The idea being, gold coins would be brought here by the delivery man, and converted into ingots and stored, or blocks and placed. When the player needs them for funds he merely comes here and takes them, if he runs out, hes considered broke until more are made (not including the gold form your income of course). Upgrades enable the storage of diamonds, and diamond blocks, as well as multiple underground vaults, some with chests, others with just blocks.
Thiefs hut (natural spawning, or built by natural spawning thieves):
Similar to a low level hunters shack, made up of dirt, and a little wood, contains 2 floors, a ground floor with a bed and table, and a ladder leading to a small basement with some chests for storing loot.
Barbarian shack:
As the name states, a shack for barbarians. A barbarian village would contain a chiefs hut, made up of some stone, and wood. All other buildings woul dbe made of just wood and dirt. the village is surrounded by a wall with 2 entrences, one on each side of the village. with a gravel path leading to them both, and to the chiefs hut. As stated above, the villagers dont naturally expand the village, and reproduce over time, once the village has reached too many villagers they will attack anything and everything to reduce their numbers.
Mercs. Shack:
Small, somewhat shoddy looking shack, made up of nothing but wood, with a few holes in the walls and ceiling, contains nothing but a bed, chest, and furnace for cooking. Mercs live here, and will kill anyone who hasnt hired them if they get too close. (will only attack players and NPC's who stray too close to their house, if paid to, or if provoked, are otherwise peaceful)
Bar/Pub:
Pretty selfexplanitory, just a local place for men to hang out, allows for bartenders and servers to move into the village, both would live in the bar, in either the basement or attic areas, also asusably husband and wife would own it. Contains a bar, sveral tables and chairs, and is only open at night. The upstairs would have several rooms, the basement would be for storage.
Well thats all i have for now, when i started typing this i had more ideas but as i got more and more into typing out my ideas, i started to forgot them, as well as some details with the ones i already posted (you may have noticed that). Anways, let me know whateveryone thinks! If i knew anything about coding id offer to help out by making them myself! (i do however know how to make minecxraft skins and design buildings, so i may go aheaed and make those and post them later, to see what everyone thinks)