Raust's Mods Thread (Discussing Project Enderscale)
- Poppycocks
- Posts: 825
- Joined: Thu Dec 22, 2011 2:11 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
I dunno, I've either been playing it plain wrong or it's too OP/unbalanced for me.
I now have more glue I know what to do with, enough diamonds to make a batch of lenses, 6 stacks of iron and enough leather to turn my bovine farm off for several real days.
EDIT: Spelling/grammar.
I now have more glue I know what to do with, enough diamonds to make a batch of lenses, 6 stacks of iron and enough leather to turn my bovine farm off for several real days.
EDIT: Spelling/grammar.
Last edited by Poppycocks on Thu May 24, 2012 6:52 pm, edited 1 time in total.
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Oh I agree the amount of drops you get from it are kinda OP. Nonetheless it's a cool new kind of 'game mode' that is not offered by any other mod.Poppycocks wrote:I dunno, I've either been playing it plain wrong or it's too OP/unbalanced for me.
I now have more glue I know what to do with, enough diamonds to make a batch of lenses, 6 stacks of iron and enough leather to turn of my bovine farm for several real days.
Re: Raust's Mods Thread
Please do this. :)RaustBlackDragon wrote:Any thoughts on this?
- Katalliaan
- Posts: 1036
- Joined: Tue Aug 09, 2011 6:58 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Yes, please do. I think I'd design and get villagers to populate cities just for this purpose.
Open in case of fire
Spoiler
Show
Not now stupid - in case of fire
- RaustBlackDragon
- Posts: 1748
- Joined: Fri Oct 14, 2011 6:25 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Katalliaan wrote:Yes, please do. I think I'd design and get villagers to populate cities just for this purpose.
sargunster wrote:Please do this. :)RaustBlackDragon wrote:Any thoughts on this?
So it seems there's pretty high support for this idea, fantastic!Andellmere wrote:If you make these bandits, it will give me an excuse to try fortifying a village again. And then place an invasion block in the middle of town.
I predict much chaos and many panicked nights. Right up until bandits and invasion mobs attack together. And then, we all die.
I have to agree though: Give them unconventional ways of bypassing defenses. Or ways of making it so that conventional bypasses will work by those that follow.
@Poppycocks: The hell kind of walls were you using? Because one deep regenerating cobble walls don't do it. The zombies cluster and then tear through the wall at a single point now.
What's the price of freedom now?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
- Sothe Cuslinde
- Posts: 88
- Joined: Fri Mar 23, 2012 4:55 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Just wondering, will the rouges/thieves be humans or some other type of creature?RaustBlackDragon wrote:Katalliaan wrote:Yes, please do. I think I'd design and get villagers to populate cities just for this purpose.sargunster wrote:Please do this. :)RaustBlackDragon wrote:Any thoughts on this?So it seems there's pretty high support for this idea, fantastic!Andellmere wrote:If you make these bandits, it will give me an excuse to try fortifying a village again. And then place an invasion block in the middle of town.
I predict much chaos and many panicked nights. Right up until bandits and invasion mobs attack together. And then, we all die.
I have to agree though: Give them unconventional ways of bypassing defenses. Or ways of making it so that conventional bypasses will work by those that follow.
@Poppycocks: The hell kind of walls were you using? Because one deep regenerating cobble walls don't do it. The zombies cluster and then tear through the wall at a single point now.
- jorgebonafe
- Posts: 2714
- Joined: Mon Sep 19, 2011 3:22 am
- Location: Brasil
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
They will look like this:Sothe Cuslinde wrote:Just wondering, will the rouges/thieves be humans or some other type of creature?
Spoiler
Show
![Image](http://fc01.deviantart.net/fs4/i/2004/219/9/4/Gerudo.jpg)
Better Than Wolves was borne of anal sex. True Story.
- Sothe Cuslinde
- Posts: 88
- Joined: Fri Mar 23, 2012 4:55 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Their boobs wouldn't so good blocky, unless you're into that kind of thing.jorgebonafe wrote:They will look like this:Sothe Cuslinde wrote:Just wondering, will the rouges/thieves be humans or some other type of creature?SpoilerShow
- jorgebonafe
- Posts: 2714
- Joined: Mon Sep 19, 2011 3:22 am
- Location: Brasil
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Idk... I kind miss the old Lara Croft....Sothe Cuslinde wrote:Their boobs wouldn't so good blocky, unless you're into that kind of thing.
Better Than Wolves was borne of anal sex. True Story.
- RaustBlackDragon
- Posts: 1748
- Joined: Fri Oct 14, 2011 6:25 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Sothe, interesting question. I'm thinking they should be humanOID, but not charonites or testificates, probably some other thing I'd make up.
What's the price of freedom now?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
- jorgebonafe
- Posts: 2714
- Joined: Mon Sep 19, 2011 3:22 am
- Location: Brasil
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Cenobites?RaustBlackDragon wrote:Sothe, interesting question. I'm thinking they should be humanOID, but not charonites or testificates, probably some other thing I'd make up.
Better Than Wolves was borne of anal sex. True Story.
- RaustBlackDragon
- Posts: 1748
- Joined: Fri Oct 14, 2011 6:25 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
I'm flattered, really.jorgebonafe wrote:Cenobites?RaustBlackDragon wrote:Sothe, interesting question. I'm thinking they should be humanOID, but not charonites or testificates, probably some other thing I'd make up.
What's the price of freedom now?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
- jorgebonafe
- Posts: 2714
- Joined: Mon Sep 19, 2011 3:22 am
- Location: Brasil
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Seriously, nothing would be more awesome then a cenobite invasion on MC....RaustBlackDragon wrote:I'm flattered, really.
Better Than Wolves was borne of anal sex. True Story.
- Sothe Cuslinde
- Posts: 88
- Joined: Fri Mar 23, 2012 4:55 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Her's were pointy, not blocky.jorgebonafe wrote:Idk... I kind miss the old Lara Croft....Sothe Cuslinde wrote:Their boobs wouldn't so good blocky, unless you're into that kind of thing.
Well, just make sure it's not something like faeries or something, something that would actually sound like it could be a thief.RaustBlackDragon wrote:Sothe, interesting question. I'm thinking they should be humanOID, but not charonites or testificates, probably some other thing I'd make up.
Before anyone says "faeries can be thieves too", yes I know but, their species usually isn't known to steal. Unless you get one of those creepier faerie stories.
- Poppycocks
- Posts: 825
- Joined: Thu Dec 22, 2011 2:11 pm
- Poppycocks
- Posts: 825
- Joined: Thu Dec 22, 2011 2:11 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Pfft, pigmen.
Anyway, kobolds, that brings me back to another mod idea I had.
At some point in playing minecraft I realized that most mobs are so easy to slaughter because they're neither using attack patterns nor cooperating.
I had ideas for several different mobs using new attacking mechanics - griphons for one, which would instead of trying to "hit" you, try to swoop down, grab you and drop you.
But kobolds stood out. What I came up in regards to how they could attack was this: I was thinking about three different types of units; smashers, x-bows and berserkers. When entering combat they would quaff a jumping potion. The attack pattern would be as such - the smashers would move (depending on numbers) either in a chess or checkers formation. When in chess formation they would create a wide line, move one block towards you and swipe at the air in front of them, when in checkers formation one would jump over the other and swipe, then the one behind him would in turn jump him and again swipe. This is interesting as it provides both attack and defense. The x-bows could be able to jump up to 3 or 4 blocks, and attack in a jump - shoot - jump - reload patter. This has the potential of being quite dangerous combined with a line of smashers closing in on you. The berserker could behave like a normal mob but charge you with both arms swinging in a flurry of steel - similar to the golem. A big stomping attack would add the final touch for an extra dangerous mob to keep an eye out for. That sounded to me way more fun than a clump of mobs trying to come within touching distance ram you.
I then proceeded to expand the idea to differently flavored mob bases (dungeons) with bosses but that's taken a bit too far.
But the core idea is what I'm trying to promote is attack patterns. Like in the old and fun games. Did you ever play aria of sorrow? Then you know what I'm talking about. Something that would take the MASSIVE BORE out of minecraft combat.
Anyway, kobolds, that brings me back to another mod idea I had.
At some point in playing minecraft I realized that most mobs are so easy to slaughter because they're neither using attack patterns nor cooperating.
I had ideas for several different mobs using new attacking mechanics - griphons for one, which would instead of trying to "hit" you, try to swoop down, grab you and drop you.
But kobolds stood out. What I came up in regards to how they could attack was this: I was thinking about three different types of units; smashers, x-bows and berserkers. When entering combat they would quaff a jumping potion. The attack pattern would be as such - the smashers would move (depending on numbers) either in a chess or checkers formation. When in chess formation they would create a wide line, move one block towards you and swipe at the air in front of them, when in checkers formation one would jump over the other and swipe, then the one behind him would in turn jump him and again swipe. This is interesting as it provides both attack and defense. The x-bows could be able to jump up to 3 or 4 blocks, and attack in a jump - shoot - jump - reload patter. This has the potential of being quite dangerous combined with a line of smashers closing in on you. The berserker could behave like a normal mob but charge you with both arms swinging in a flurry of steel - similar to the golem. A big stomping attack would add the final touch for an extra dangerous mob to keep an eye out for. That sounded to me way more fun than a clump of mobs trying to come within touching distance ram you.
I then proceeded to expand the idea to differently flavored mob bases (dungeons) with bosses but that's taken a bit too far.
But the core idea is what I'm trying to promote is attack patterns. Like in the old and fun games. Did you ever play aria of sorrow? Then you know what I'm talking about. Something that would take the MASSIVE BORE out of minecraft combat.
- RaustBlackDragon
- Posts: 1748
- Joined: Fri Oct 14, 2011 6:25 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Did. I. The fuck. Ever.Poppycocks wrote:Did you ever play aria of sorrow? .
What's the price of freedom now?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
you mentioned spies.RaustBlackDragon wrote:Sothe, interesting question. I'm thinking they should be humanOID, but not charonites or testificates, probably some other thing I'd make up.
Spies should obviously have a testificate skin.
Now combine this with Assassin and you get some fake testificates killing you when you turn your back to them.
- RaustBlackDragon
- Posts: 1748
- Joined: Fri Oct 14, 2011 6:25 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
I was thinking they'd be able to disguise themselves so well they'd look like a different race, I mainly want to avoid it being difficult to tell at a glance who the bandits are (unless they're spies of course)Catox wrote:you mentioned spies.RaustBlackDragon wrote:Sothe, interesting question. I'm thinking they should be humanOID, but not charonites or testificates, probably some other thing I'd make up.
Spies should obviously have a testificate skin.
Now combine this with Assassin and you get some fake testificates killing you when you turn your back to them.
What's the price of freedom now?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
You can have their eyes shine or something now and then.
Or their behavior slightly different.
Like moving less often, or staring a long time at things and beings.
Or you could add the ability to mark villagers, like putting a name on their head like you did with wo... I mean with dogs.
You'd have to study villagers behavior before giving it a marker that would allow you to trust the ladd from then on.
Or their behavior slightly different.
Like moving less often, or staring a long time at things and beings.
Or you could add the ability to mark villagers, like putting a name on their head like you did with wo... I mean with dogs.
You'd have to study villagers behavior before giving it a marker that would allow you to trust the ladd from then on.
- Poppycocks
- Posts: 825
- Joined: Thu Dec 22, 2011 2:11 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Right, then you know what I mean. Those disc knights? With those sawblade yo-yo's of doom? Quite nasty, yeah? -No. Duck, jump, hit it the face, rinse repeat. Complicated? Somewhat, fun? If you defeat 'em yeah, definitely. Memorizing the attack patterns and response patterns was a big challenge and a lot of fun. The thing is that MC lends itself to this behavior perfectly, just look at the monster spawning rules for example. It's really just a pattern you can master.RaustBlackDragon wrote:Did. I. The fuck. Ever.Poppycocks wrote:Did you ever play aria of sorrow? .
So yeah, that's something I definitely would like to see in MC.
But excuse me for hi-jacking your thread with my silly and only very remotely related banter, I'm going to shoot myself in the foot now.
- PureZaros
- Posts: 151
- Joined: Mon Jul 04, 2011 9:35 pm
- Location: With a herd of alpaca in the La Raya mountains
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Sorry for continuing this, but it made me think of the game Monster Hunter. It's a great game, but it has a massive learning curve right at the beginning. If you figure out the attack patterns and the body language of the monsters you fight, it's incredibly rewarding as you can almost literally dance around them, raining blows down constantly.Poppycocks wrote:Right, then you know what I mean. Those disc knights? With those sawblade yo-yo's of doom? Quite nasty, yeah? -No. Duck, jump, hit it the face, rinse repeat. Complicated? Somewhat, fun? If you defeat 'em yeah, definitely. Memorizing the attack patterns and response patterns was a big challenge and a lot of fun. The thing is that MC lends itself to this behavior perfectly, just look at the monster spawning rules for example. It's really just a pattern you can master.
I highly doubt anyone will recognize the franchise, but I'm really hoping someone knows what I'm talking about. >.<
On topic, I like the idea of bandits! Interesting mechanics aplenty and I can already think of some fortifications.
Spoiler
Show
FlowerChild wrote:I really wish more women said things like this.Panda wrote:Edit: Thanks for the sticky good sir. <3
- Sothe Cuslinde
- Posts: 88
- Joined: Fri Mar 23, 2012 4:55 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Direwolf's episode 41 finally features doggy talents.
- RaustBlackDragon
- Posts: 1748
- Joined: Fri Oct 14, 2011 6:25 pm
Re: Raust's Mods Thread (DISCUSSING BANDITS MOD IDEA)
Heh, yeah, that was unexpected :)Sothe Cuslinde wrote:Direwolf's episode 41 finally features doggy talents.
What's the price of freedom now?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?
Can you cut me a deal?
A crate of wholesale liberty,
or a justice combo meal?