rexlaminis / FallenFates

Fallen Fates MC
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Profession Resolution #72

Closed CandleD closed 11 years ago

CandleD commented 11 years ago

I listened closely to Diage's idea in Teamspeak and it makes much more sense out of his mouth than it did when he wrote it. So, with a few alterations of my own, I will now present the idea for you to debate and refine. On the official Fallen Fates Homepage (which you will all be glad to hear my brother who is taking web design courses may make for us), there will be a heading that will read something like this:

"What you have just entered is a whole new world. You have left the world of conventional Minecraft and begun a different experience entirely. Welcome to the exciting cooperative RPG set in a land devastated by natural disaster and dangerous enemies. Just to survive, you will need to work with others as never before...."

Now, as I said, a lot of this is me filling in the gaps of what Diage told me. Lets begin with talking about what a player with no professions can do:

Players will be able to destroy blocks in the wild (unclaimed land) but aside from dirt, grass (giving seeds), gravel, mushrooms, sugar cane, wool, cactai and sand (Snow if they have a shovel, which they cannot make), nothing will drop. This is so that we are not constantly being called on to save players from holes they have fallen in. They will also be able to place these blocks again. A player who enters the world will be given a piece of Netherrack to begin with. He can place this down anywhere in the world that is not protected and will have claimed an area around it as his campsite. In this campsite, players will be allowed to collect wood (we should include a plugin that makes harvesting wood by hand take a long time). They will be able to craft this wood into planks, workbenches, sticks, torches, hoes, and swords, beds, signs, fishing rods, chests, bowls and doors. They will have the freedom to place any of these in their area and will be able to make a few select necessities like bread and soup. Things placed in this area can be destroyed and taken by others, with the exception of chests, which can be locked and the netherrack, which cannot be taken by other players. If a player decides to move their camp, they can. The netherrack will be returned to them and the land will begin to revert to what it was. (Note, to allow players to make torches, I suggest Zombies to drop coal at a 25% rate)

Now, lets talk about professions.

Land Owner (Working title): Perhaps this could be a profession that must be purchased with real money. The land owner (LO) will be able to claim land as his town that cannot be altered by anyone who is not part of his town. Leveling this profession will be the hardest of all, since the LO's level is equal to the number of plots of land he can claim.

Miner: Miners have the ability to craft wooden pickaxes and will be able to use (use, not make) the other types of pickaxes as they level up. They are thus obviously a must in any town that wants to have stone, iron, gold, etc. They will mine diamonds and emeralds as ores, thus rendering them useless to a miner without aid from another prof. Miners will be able to dig in the wild as well as under a town.

Herbalist/Farmer: Are able to use shears on plants to collect them, will be able to grow plants faster using bone meal than other people, will be able to use any type of hoe, not just wood. Can use cocoa. They also get higher drop rate for crops.

Carpenter: Can use and make axes (allowing them to destroy trees in the wild as well). They can also craft anything that has wood as an element to it with the exception of iron, gold and diamond tools (They cannot use pickaxes).

Smith: Can make furnaces which anyone can use. He can craft tools, armour and weapons of all sorts. He can also is the only one who can make blocks out of rare materials and iron based objects. He can also craft TNT, fireworks, and flint and steel.

Artisan: Can craft all brick, quartz, stone and sandstone items. He can also craft pistons, rails, and dispensers. Enchantment tables can be made by him as well.

Scientist: Can make watches, compasses, all redstone items, and cake. (A joke, but maybe?) He is also the only one who can use these things.

There is room for a lot more, but those are the only ones me and Diage came up with.

Now we have a dilemma, though. In towns, we would like that players have some control over the look of their homes. However, we would like a specialized builder class that will handle most building in towns. I will need calm, focused suggestions on this.

In summation, little can be accomplished without working with others as a team. If we present this as something other than Minecraft, I can certainly see people really loving this. Over the next few weeks, I will work with Diage so that we can create some extra content that can really make this even better. I hope I covered everything >.>

diage commented 11 years ago

I personally believe this explanation is a gross understatement of the plugin concept, but that is alright imo. All that is really needed for most people is just a basic understanding of the concept, I will handle the rest :)

diage commented 11 years ago

Since mine is massive, I will post it here, does anyone have any ideas they would like to add to the profession system? Keep in mind, there is already an extensive one in place and a good idea might just be not used simply because it is too conflicting or something that is considered an improvement already exists!

But please, I would really like to hear what sort of additions (this does not include what one may consider backwards progress, speak to me in TeamSpeak for anything like that -cough stunt cough- =P)

CandleD commented 11 years ago

Well, you didn't go into much more detail than this with me, so this is all I could say. I'd like to go over the rest of your ideas with you soon.

godleydemon commented 11 years ago

I told you, I won't be making anymore comments about the plugin. I already made my statement, argued it well and presented what I thought the professions plugins should and could add to the system we already have in place. If you want me to write out 60 more paragraphs completely ripping it apart I will. Because I still don't like it, I still don't like it a lot actually, because I don't believe in this type of limitation. But anyways, enjoy playing around with the concept because I'll take no more part of it.

diage commented 11 years ago

While sitting around and going into greater depth, I had an idea that would be a good compromise.

I stated in the previous post that professions are organized in the following way

Industry = {specializations}, that is, an industry is a collection of specializations..

Specializations = {Professions}, that is, specializations are collections of professions..

If I still limit the number of professions, but I do NOT limit the number of specializations....

What does this mean?....

That someone who spends enough time in an industry, can then get the ability to look into a specialization... One such specialization is a builder.... So, anyone would be capable of being a builder, but a professional builders (a grand builder or infrastructure builder) would not be possible unless they decided to make it one of their professions.

Consequence of this is that I would have to make industries a little more difficult to get through... So people can work up to eventually becoming capable of making a house they can paste into their own plot (albeit inefficiently.)

So, a new player is still extremely limited, but through working, they can eventually become capable of doing everything, but poorly. It is a compromise of my concept of limiting people while still giving them the opportunity to do everything at once (but at a sub-optimal level.)

So then, if you are a person who wants to do everything yourself, you are capable of doing that. If you are someone who wants to really make money, you'll learn to find professionals to help you maximize your revenue while minimizing your costs.

BTW, i didn't post this to argue for/against it.. So I won't reply to anyone on here who tries to refute it.. talk to me on TS about that. This is just an introduction to saying I am thinking of a compromise, despite what you think ;)

CandleD commented 11 years ago

I think that you have a great idea there.

Nulwraith commented 11 years ago

Would it be possible then if a person spent enough time they could access everything? Say mine and be a smith?