ldtteam / minecolonies-features

This is a repo only to discuss minecolonies features (requested and planned)
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Intense raids #129

Open MrMeender opened 3 years ago

MrMeender commented 3 years ago

Prerequisites

Context

Expected behavior

  1. Decrease raiders max HP because at high levels they take to many hits from a sharpness 5 diamond sword.

  2. Raiders now set buildings on fire (Only level 1 and 2 because usually higher level buildings have few things that can catch fire) (#63)

  3. Raiders try to kidnap women and children (#117)

  4. Raiders try to steal items from the warehouse

  5. New firefighter job that prevents the colony from buring to the ground (#62)

  6. Citizens (not guards) can use up to an iron sword but no armor and no shield to try and defend themselves from attacks but start running away as soon as their health drops below 70% and attack only if attacked first. Knights in training and rangers in training will fight only if attacked but can use shields and armor and flee if health is below 60%. This may be conflicting with developers intentions.

  7. Rangers go to predetermined positions (by default at the top of their guard towers) and hit enemies that get in range (this could be useful do defend the walls if you have some)

  8. Knights can fight in formation (#87) this might be a feature unlocked with a research just as shield use

  9. Improvements to upgradable wall schematics: main parts should be a segment, a tower, corner in and corner out and a gate. In my opinion they should all occupy one full chunk. I made some as example (they are ugly builds but just examples). If you want to try them extract this file in .minecraft\minecolonies\scans new.zip

  10. Siege engines but this might be too much. Used to open breaches in the walls or kill the defenders on them or used by the defenders to kill the attackers.

Specifications

*

Viewers

Nethet commented 3 years ago

Prerequisites

  • [x] I am running the latest alpha version of MineColonies for my Minecraft version.
  • [x] I checked the MineColonies Wiki and made sure that my feature is not covered there.
  • [x] I made sure that this issue is not a duplicate of any existing issue.
  • [x] This is a feature request issue and not a bug report. Please create all bug reports here.

Context

  • Minecraft Version: 1.15.2+

Expected behavior

  1. Decrease raiders max HP because at high levels they take to many hits from a sharpness 5 diamond sword.
  2. Raiders now set buildings on fire (Only level 1 and 2 because usually higher level buildings have few things that can catch fire) (#63)
  3. Raiders try to kidnap women and children (#117)
  4. Raiders try to steal items from the warehouse
  5. New firefighter job that prevents the colony from buring to the ground (#62)
  6. Citizens (not guards) can use up to an iron sword but no armor and no shield to try and defend themselves from attacks but start running away as soon as their health drops below 70% and attack only if attacked first. Knights in training and rangers in training will fight only if attacked but can use shields and armor and flee if health is below 60%. This may be conflicting with developers intentions.
  7. Rangers go to predetermined positions (by default at the top of their guard towers) and hit enemies that get in range (this could be useful do defend the walls if you have some)
  8. Knights can fight in formation (#87) this might be a feature unlocked with a research just as shield use
  9. Improvements to upgradable wall schematics: main parts should be a segment, a tower, corner in and corner out and a gate. In my opinion they should all occupy one full chunk. I made some as example (they are ugly builds but just examples). If you want to try them extract this file in .minecraft\minecolonies\scans new.zip
  10. Siege engines but this might be too much. Used to open breaches in the walls or kill the defenders on them or used by the defenders to kill the attackers.

Specifications

Viewers

  • Add a thumbs-up to the feature request to vote for it. This helps the request become more visible to the team and doesn't clutter the comments.
  • Optionally add a comment with any insight and background you have that isn't already part of the conversation.

I just think that an iron sword is too overkill for an average villager, or it could depend on the house he is living in. And this intense raids shold only be done when your townhall is at maximum. And it might be influenced by the difficulty set. Your other ideas are great !

MrMeender commented 3 years ago

I just think that an iron sword is too overkill for an average villager, or it could depend on the house he is living in. And this intense raids shold only be done when your townhall is at maximum. And it might be influenced by the difficulty set. Your other ideas are great !

What about citizen hut level 1-2 wooden sword, 3-4 stone sword, 5 iron sword? I don't agree with the fact that the Townhall should be at maximum because this has to be a challenge in some way and I expect that people with Townhall at maximum wouldn't be bothered too much by these raids and not only that but since I said that only low level building should be set on fire enabling this kind of raids only at higher levels would render it pointless since a level 5 Townhall colony should have a lot of other level 5 or at least level 3 buildings. I like the fact that raids depend on difficulty for example: peacefull (nothing of course), easy (no griefing or stealing), normal (just stealing), hard (fire, kidnapping and stealing). I appreciate that you consider my ideas great, thank you.

Nethet commented 3 years ago

But if you just started a colony, so you are in early game and there is a intense raid, you die all your colonists die and you can't create a new colony because, there is just one colony per player. Of course you can change this in the config but an average player wouldn't, he would just ragequit, and will never play with this mod again. So there have to be a buiding or a level tha allow intense raids, like if you have 5 knights and 3 rangers or somthing like this.

MrMeender commented 3 years ago

But if you just started a colony, so you are in early game and there is a intense raid, you die all your colonists die and you can't create a new colony because, there is just one colony per player. Of course you can change this in the config but an average player wouldn't, he would just ragequit, and will never play with this mod again. So there have to be a buiding or a level tha allow intense raids, like if you have 5 knights and 3 rangers or somthing like this.

That's not a problem beacause these raids work like normal ones. The number of raiders depends on the number of colonists. At the start they won't be too difficult to deal with beacause they'll be only a handful of raiders and you can easily kill them all by yourself.

Nethet commented 3 years ago

So this is just an improvement idea for the normal raids, or a compleatly different event which replaces a certain percentage of normal raids ?

MrMeender commented 3 years ago

So this is just an improvement idea for the normal raids, or a compleatly different event which replaces a certain percentage of normal raids ?

I intended it as an improvement.

Nethet commented 3 years ago

ah ok