OnyxXIII / New-Terrodim-Origins

A group of Origins for the Minecraft Origins mod, defined and used by the players on the New Terrodim Minecraft Server
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Dragons - The Hoard Update #15

Open BoredLizard opened 8 months ago

BoredLizard commented 8 months ago

The general premise of this rework would be to reduce the amount of frontloaded features and flaws that DB has and slowly ramp both up through a sense of progression that ends up a bit ahead of the where DB are currently at the highest ends of progression but starting a fair bit below it at the beginning. Generally, this could be seen as a nerf to DB in the early game with "buffs" into the late game accompanied by even more extreme versions of the weaknesses like being slowed while flying as well as being absolutely enormous.

The primary way I'd like to phrase this progression is through a growing hoard of treasure blocks. Namely, Gold, Diamond, Emerald etc. Ideally when near the "hoard" (the treasure blocks) you acquire a resource similar to xp to progress towards the next rank of progression that scales with the number and quality of treasure blocks present to an extent. With additional caveats: For example an ability spawned "dragon egg" could be used as a proxy to acquire the resource at a slower rate, or even an obligatory center piece for the hoard. (Allowing only 1 hoard at a time) The maximum size of the hoard (the maximum number of blocks that can give you xp) could also scale with rank, as well as the effective radius of the dragon egg or dragonborn that tracks for treasure blocks.

Generally the progression itself I'd like to be formed something like the following, with each rank being approximately 2 times as hard to get depending on hoard size as the previous stages:

-Alternatives: The Egg As the later stages are cumbersome but powerful, especially the Wyrm - I could absolutely see some people wanting to play a specific stage more and not wanting to continue progressing. For that reason I strongly suggest limiting the hoard to the radius of a DB spawned egg and allowing the egg to be removed. So that unwanted hoard xp isn't forced on the player. Or, if we want to invest significantly - the egg could be "used" to revert to a prior stage in order to let a player restart the grind or otherwise just play a specific previous stage for fun or convenience.

XP is XP Alternatively, we could make the "hoard resource" just xp. If you die you lose it, reverting stages. We could keep the current functionality of treasure blocks granting xp but expounding on it. You could upgrade stages every so many levels, or have to "spend" the xp on progression which is then "locked in".

More details (though somewhat unreliable) are listed in the txt document if interested in more of the details I'm going for. But in general I expect to reevaluate and rewrite most of this when it's closer to time. This is just a conceptual approximation of what I hope'll be a host of fun changes to the DB.

OnyxXIII commented 8 months ago

Hoard experience gain: Resource Power Type (probably not visible, just accumulating in the background) https://origins.readthedocs.io/en/latest/types/power_types/resource/

Post-hatchling origins are "Unchoosable" origins (unlisted): https://origins.readthedocs.io/en/latest/json/origin/#:~:text=view%20origin%20screen.-,unchoosable,-Boolean

We set up a series of Upgrades for each origin: https://origins.readthedocs.io/en/latest/json/origin/#:~:text=of%20the%20origin.-,upgrades,-Array%20of%20Upgrades

We'll need a set of custom advancements for the dragonborn, each of which is tied to an upgrade to the next tier of DB. We'll make them un-earnable by default, and apply them using a power. https://misode.github.io/advancement/?descriptionFromFileType=Attached+File

Finally, we make an action-over-time power that checks for nearby hoard blocks and adds to our Resource if they're present. https://origins.readthedocs.io/en/latest/types/power_types/action_over_time/ https://origins.readthedocs.io/en/latest/types/entity_condition_types/block_in_radius/ https://origins.readthedocs.io/en/latest/types/entity_action_types/change_resource/

And we can use a series of action-over-time powers to constantly check if our resource is high enough, and as soon as it hits a certain point, grant the next advancement: https://origins.readthedocs.io/en/latest/types/entity_condition_types/resource/ https://origins.readthedocs.io/en/latest/types/entity_action_types/grant_advancement/

HalberdGuard commented 7 months ago

(This is really cool.)