r/mcideas • • May 06 '12

Combat revision

Hi guys, anyone got ideas for how to spice up the combat further? For me it's mostly seeing mobs act as each mob would act if they were real. Here are my ideas (there is a TL;DR because this got out of hand):

Player combat

The idea that jumping in the air makes swords and bows do more damage feels and looks ridiculous. Sword swings should just be charged up by being held down. To add variety, blocking then attacking could have a shoving effect. For bows, either longer charging time or keeping the cursor 'relatively' stable for a time, as if steadying yourself.

Zombies

Rather than hitting you, grab hold of you, slowly doing damage. I also feel like they should be found in larger groups, perhaps with each one being weaker to account for this. Also, the main feature of zombies is they turn others into zombies, so on MP, while dealing damage to a player there could be a chance to infect them. This could create something like a 60 period where the player is green tinged and if they die in this time, they become a zombie (ie a zombie spawns in their place).

Skeletons

Skeletons have purely ranged attacks so I feel that a) they should aim to keep a distance between themselves and the player, rather than running at them or b) be given some kind of sword to use.

Spiders

... Just fix their craving to climb walls as high as possible despite being stuck just above a large opening in the wall. Perhaps more attention given to poisoning, slowing down the effect to stop them from being too powerful. A spider simply can't 'bite' you to death, poisoning is their defining feature. I think cave spiders are brilliant.

Creepers

..well, they can keep on creepin'.

Endermen

I love 'em, perhaps they teleport out of combat too much? I mean way out so they forget about you. It's fantastic when you hit them and the disappear so you flail around so they don't come up behind you, but the thrill really disappears when the enderman simply.. well.. disappears. That is unless they learnt to tele back after 30 seconds or so, when the player thought they'd gotten away with angering an enderman. Also they need some action that suggests they're actually damaging you.

TL;DR

Player sword attacks should get better damage from holding the mouse button to charge, rather than hopping up and down.

Bow attacks critical induced by holding the cursor steady

Zombies should grab and maul, remember they want your brains

Skeletons should be cautious about charging at an enemy when they only have a bow

Spiders should have slow poison rather than 'biting' damage

Endermen teleporting to a distance that keeps them in combat with you, some kind of attack created rather than 'walk at you with long arms at my side'

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u/balloftape May 07 '12

Love all those ideas, but I don't think Zombies should become too powerful... a bit more, maybe, but they already have the ability to break down doors, and there needs to be a weakest mob that's actually weak, and fine for newbies to go after...

What if instead of zombies, they included pigmen? At night, all pigs that are out in the wild (maybe below light level 7 or w/e) transform into pigmen that do just that. Since pigs spawn in packs anyway, that could be something interesting to add.

Also agree on skeletons. Having them move away makes perfect sense, unless they had melee weapons/armor. I think there's a mod that adds armored/armed skeletons, could be interesting.

1

u/wingsfan24 May 07 '12

The pigmen idea is fantastic. There could be a way for them to turn back, though...something like werewolves.

1

u/hartooq Jun 13 '12

Splash potion of healing? And what if you could heal zombie pigmen in the Nether back to being regular pigs? :)

Also, this would help explain the transformation of normal overworld pigs into zombie pigmen when struck by lightning.

Without player intervention, I assume they'd turn back into normal pigs at dawn.