mickelus / tetra

🔶- Source and issue tracker for tetra
https://minecraft.curseforge.com/projects/tetra
MIT License
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More Rare Tool and Weapon Parts #140

Closed FirebladeProduction closed 3 years ago

FirebladeProduction commented 4 years ago

Feature Request

Feature description Parts for weapons and tools that cannot be crafted and have to be found as rare dungeon Loot.

  1. Pristine Ancient Blade "Rare" Dungeon Loot that acts as a blade material for swords, damage and durability of diamond but integrity usage of iron and can be settled. bonus feature for it, it sometimes spouts random messages to you, things that refer to legendary blades from different stories and games, like the Arthurian Legend. How it improves player experience: its a rare part that is a potential reward for players who are exploring, giving an insentiv to explore. other than that, its just a straight upgrade.

  2. Adjustable Counterweight Another Blade part, "common" loot, acts like a standart counterweight but with only 1 integrity usage which doesnt change when its "Weight" gets adjusted, bonus to attack speed is lower than with a similiar counterweight but it can balance out even the most complex of blades. How it improves player experience: Super usefull for very complex and highly upgraded swords to improve their swinging speed, especially since no one likes to wait for the cooldown (ask all those pre 1.9 update kiddies, oh wait, they dont have tetra, yes, im salty those people prefer the spam pvp system that gives advantage towards good ping)

  3. Cleaver Axe head. Axe head for tools, "Common" loot that has greater attack damage and AOE damage in exchange for significant lower wood mining speed and general attack speed. gains damage bonus and attack speed bonus from a second head How it improves player experience: im personally a big fan of axes in minecraft as a weapon and always was sad that the sword gets all the cool stuff like AOE attacks and highest DPS, it would also add more variety to the viable weapons available to the player.

  4. Warhammer head "Common" loot T2 hammer head that deals more damage than the Iron head and can gain the Tempered modifier. Optionaly deals massiv amound of durability damage to armor. How it improves player experience: more viable weapon variety again aswell as dedicated armor breaker weapon

  5. Crystalline Experience "Rare" Socket gem that slowly autorepairs a tool when mending is present, (honing part removed due to feedback by mod author), also adds a nice amount of durability to the weapon/tool it has been added too How it improves player experience: we would need to run less to the workbench to repair our tools and wouldnt be reliant on XP farms to repair our tools, making mob farms optional for the more casual player, while still not being OP

  6. Socketet Guard/ Metal Binding "Uncommon" Guard/ Binding that is average in stats, but can accept a single gem into it without replacing it. does not need the gems to be repaired. How it improves player experience: idea is to make inserting gems into the tools more affordable with not needing a duplicate of them for repairs, which can get annoying when a pristine one is used.

Idea Update 1:

  1. Thermal Grip "Legendary" Grip that can have up to 2 thermal cells inserted into it, each charge level of a cell grants 75 temporary durability to the Tool, which gets used up before the tools main durability, cells can be removed or added at any point in a workbench and do not get consumed when empty. Statwise it would be the same as the Repurposed Beam but with 9 integrity to reflect its superior status and capability to support even the most complex tools and weapons. How it improves player experience: its an idea for more uses for the Thermal cells and a cheeky reference to powered tools from other mods and an upgrade for TC tools i havent seen anymore which allowed you to do basically the same. usefull to save you some repairs on your tool

  2. Energy Discharger "Legendary/Rare" fuller for blades that offers stats similiar to a stone made fuller but comes with a build in ranged attack, which needs to be charged with damage done to entities and has 3 stages. each stage needs 20hp (10hearts) of damage to be done and increases range and damage of the wave attack in theses increments: 5/10/20 blocks range and 50%/100%/150% damage of the weapon dealt with the fired of wave. the wave is fired when a fully charged attack is performed against air and fired into the direction of where you were looking. Synergy: if a Thermal Grip is present in the weapon and has charge left in the thermal cells inside it, you passivly charge up one stage every 20 seconds without cost. How it improves player experience: Obvious reference to the first zelda games and the bloodskall blade from Skyrim, would improve gameplay by allowing players to have a ranged attack option without needing an extra slot for a bow, also rule of cool.

  3. Arcane quiver. "Rare" toolbelt part that acts as a sort of infinity enchantment separate from your bows/crossbows and can replicate any vanilla arrow but at a cost. Normal arrow 1xp per 1 arrow, unmodified potion arrows 3xp per arrow and modified (extended or lvl effects) potion arrows aswell as spectral arrows cost 5xp per arrow, costs 2 integrity on your toolbelt. How it improves player experience: mostly came up with this cause i was annoyed that the crossbow cant use the infinity enchantment and is a sort of bypass for that issue and for the future introduction of crossbows. also a sort of DnD reference.

Idea Update 2:

  1. Power armor this is a multiple parts idea but at the center is a Power armor blueprint thats a "Rare" find and unlocks the building of a power armor skeleton on which power armor plates are placed on which are also unlocked with this blueprint. the skeleton part can have up to 3 thermal cells inserted into them which provide 5 minutes runtime per charge level, damage does not affect cell charge. If the cells are depleted or there are no cells, the player suffers from permanent mining fatigue 3 and slowness 3 effect, each level of the strenght effect reduces the penalty by 1 level but cannot go below lvl 1. the model would change to be much bulkier in design of the armor to show its powerarmor. skeleton would provide a very high amout of integrity How it improves player experience: Endgame armor with Alot of customisation options and with a unique, although inspired by other games, mechanic.

  2. Dragonbreath coating Coating for Armor made from dragonbreath and any paint (aka, ya can colour your armor), needs regular repair cause it gets consumed instead of the durability of the armor. each bottle provides the equivalent of 25 durability. How it improves player experience: mostly added it to the list cause people on the discord were looking for a decent use for dragonbreath, also colorint your armor would be a nice feature that too often only available to leather armor and we all know how often we use leather armor.

tried to explain how each idea would improve gameplay and made some changes based on the mod authors request. (sorry dude, i always forget how your name is written)

Will add more to the list when i get the idea for them or new weapons/tools/armor get added to the mod. implemented ideas will be crossed out.

How it improves the player experience More modifing options and loot to find for more exploration, also more unique items for the mod. this mod should really embrasse the unique parts the tools and weapons in it can have.

Tetra synergies see above?

mickelus commented 3 years ago

Thank you so much for the effort you've put into this, but I've no desire to implement any of the suggestions. Lootable modules is on the roadmap so you'd probably be able to implement some of these yourself with datapacks at some point in the future.