[x] I am running the latest alpha version of MineColonies for my Minecraft version.
[x] I checked the MineColonies/Structurize wiki and made sure that my feature does not already exist.
[x] I made sure that this feature request is not a duplicate of any existing feature request.
Context
Minecraft Version: 1.20.1
MineColonies Version: 1.1.530-BETA
Is your feature request related to a problem?
Currently, the player receives notifications about Barbaric invasions in progress and the general direction they're coming from. However, there is a lack of advanced intelligence gathering and preparation options to effectively mitigate or counter these invasions.
Feature description
This proposal aims to introduce a new profession, the Scout, and expand the enemy intelligence system in the game. The Scout profession would be dedicated to gathering intelligence and informing players in advance about enemy movements, providing detailed information and opportunities to prepare for and potentially mitigate enemy attacks.
Key features of the Scout system:
Scout Hiring and Progression: Scouts can be hired at the Barracks, with a limit of up to 1 Scout per Barracks level. Their capabilities and equipment options unlock through University research levels.
Scout Missions:
Enemy Intelligence (Barbaric Scouting): Scouts can be sent on missions to gather intelligence about upcoming Barbaric invasions. Upon successful mission completion, if it is determined that an attack will happen, the Scout will provide the player with detailed information, including the size of the enemy force, the direction they're coming from, and an estimated time of arrival (ranging from 3 to 5 Minecraft days). This information will provide a defense boost to the colony - All soldiers and the player will receive resistance and strength effects until the completion of the invasion. The Scout could also determine that no attack is coming, granting the same amount of days without an attack as the minimum interval between attacks.
Sabotage: If the Scout detects an attack is imminent, the player will have the option to start a sabotaging mission. Sabotaging missions are extremely difficult, with success being based on the Scout's skills, Barracks level, and equipment vs the size of the enemy forces. Success in a sabotaging mission will cripple the enemy force before they arrive, with 5 levels of crippling effects:
A few Barbaric soldiers will be slightly hurt at the beginning of the combat.
More Barbaric soldiers are hurt, and their average health is lower.
The Barbaric force will arrive with some missing soldiers and many hurt.
Barbaric forces are reduced to about half their power, with soldiers dead and hurt.
The Barbaric invasion is defeated before it even starts.
The level of sabotage effect is equal or smaller than the Barracks level. All the Scout's skills, level, quality of equipment, and enemy size are considered when determining the outcome of a sabotaging mission.
Enemy Scouting: Scouts can search for and locate enemy structures like Pillager Outposts, Woodland Mansions, Monster Spawners, Dungeons, and (when implemented) Barbaric Forts. Upon success, the player receives the coordinates of the discovered location.
Terrain Scouting: Players can task Scouts to search for specific biomes or terrain features. If successful, the Scout reports the coordinates of the requested terrain.
Treasure Scouting: Scouts can be sent to find specific unplaceable items, such as Enchanted Books (e.g., a Mending book). Upon success, the requested item is added to the Barracks inventory.
Material/Ingredient Scouting: Players can request Scouts to search for placeable blocks, saplings, seeds, food types, or other materials. If found, the Scout returns with the requested items.
Scout Unlocking and Progression:
University Level 1 Research: "Scout Training"
Unlocks the ability to hire Scouts at the Barracks.
Allows for basic scouting missions with no equipment.
University Level 2 Research: "Scout Outfitting"
Unlocks the ability to equip Scouts with basic equipment:
Leather armor
Up to Stone-tier weapons and tools
Torches
Maps
Food
University Level 3 Research: "Scout Companion Training"
Unlocks the ability for Scouts to have a Wolf companion on missions.
Wolf provides benefits such as improved detection, tracking, combat support, and small bonuses to specific mission types.
University Level 4 Research: "Advanced Scout Outfitting"
Unlocks the ability to equip Scouts with advanced equipment:
Up to Netherite-tier weapons, tools, and armor (including enchanted gear)
Potions
University Level 5 Research: "Scout Squad Tactics"
Unlocks the ability to send multiple Scouts on a single mission, drastically improving the chances of success.
The number of Scouts that can be sent scales with the Barracks level (e.g., 1 Scout per Barracks level).
Synergies and combined efforts of multiple Scouts increase the likelihood of successful missions.
Note: There is a diminishing returns effect when adding more Scouts to a mission. Having 5 Scouts is better than 4, but each additional Scout provides a smaller boost to the mission's outcome.
Mission Mechanics:
Mission Duration: Missions take time to complete, ranging from minutes to hours, depending on the difficulty level.
Mission Cost: Each mission has a cost in diamonds, based on its difficulty and potential reward.
Failure Outcomes: If a Scout fails a mission, the consequences vary depending on the mission difficulty, luck factor, Barracks level, Scout skills, and equipment carried. Potential outcomes include:
Getting lost and taking time to find their way back.
Getting lost and needing rescuing (a new mission appears in the Barracks).
Getting hurt and needing a few days to heal before returning.
Getting badly hurt and requesting rescue (a new timed mission appears in the Barracks).
Being captured by the enemy (for failed sabotage missions, the enemy gains resistance and strength effects, while the player and the colony lose the previously granted resistance and strength effects).
Death (the Scout is lost forever, along with any carried equipment).
Equipment: Scouts can be equipped with weapons, armor, potions, food, torches, maps, and other items to increase their chances of mission success and survivability. Providing the right equipment is optional but beneficial.
User Interface and Gameplay Impact:
Mission Selection: Missions can be selected and assigned from the Barracks hut block.
Invasion Tracker: A counter on the top of the screen tracks incoming invasions, displaying the estimated time until the enemy's arrival.
Combat Bonuses: If a Scout successfully gathers intelligence on an upcoming Barbaric invasion, all soldiers in the colony and the player receive bonuses to their attack and defense against the invading barbarians.
Scout Reports: Scout reports and mission outcomes are displayed to the player through in-game messages or a dedicated interface.
Rescue Missions: If a Scout gets lost or hurt during a mission, new rescue missions appear in the Barracks, either to locate the lost Scout or rescue the injured one within a time limit.
Notes or related things
The Scout system aims to add depth to the enemy intelligence mechanics and introduce new gameplay elements, such as mission management, risk-reward decisions, and resource allocation for equipping Scouts.
There is a diminishing returns effect when adding more Scouts to a mission. While having more Scouts is beneficial, each additional Scout provides a smaller boost to the mission's outcome.
Viewers
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Add a comment if you have any insights or background information that isn't already part of the conversation.
Prerequisites
[x] I am running the latest alpha version of MineColonies for my Minecraft version.
[x] I checked the MineColonies/Structurize wiki and made sure that my feature does not already exist.
[x] I made sure that this feature request is not a duplicate of any existing feature request.
Context
Is your feature request related to a problem?
Currently, the player receives notifications about Barbaric invasions in progress and the general direction they're coming from. However, there is a lack of advanced intelligence gathering and preparation options to effectively mitigate or counter these invasions.
Feature description
This proposal aims to introduce a new profession, the Scout, and expand the enemy intelligence system in the game. The Scout profession would be dedicated to gathering intelligence and informing players in advance about enemy movements, providing detailed information and opportunities to prepare for and potentially mitigate enemy attacks.
Key features of the Scout system:
Scout Missions:
The level of sabotage effect is equal or smaller than the Barracks level. All the Scout's skills, level, quality of equipment, and enemy size are considered when determining the outcome of a sabotaging mission.
Notes or related things
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.
Add a comment if you have any insights or background information that isn't already part of the conversation.