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Mobs
Here's a few ideas regarding zombies.
1) If its possible, make it so occasionally zombies spawn in large hordes of around 30-100, so we start having hordes of zombies roaming around the countryside, besieging small villages. Hordes will spawn at least 10 chunks away from claimed land.
2)Make it so when a zombie is "aggro'd" they will start attracting zombies from a 45 block radius.
3)Make it so that zombies or mobs in general have a chance of doing damage to a specific body part. For example, a zombie can "break one of your legs" (temporarily add the slow debuff onto you) or "swipe its claws across your eyes" (temporary blindness) and other things similar to that.
4) Possibly make it so zombies can spread "diseases" onto you, which in turn can be transferred to other players through combat. These diseases would have various debuffs, such as blindness or weakness, before finally killing you.
Seasons
Here's what I think a plugin about seasons should involve.
1) 4 seasons, each taking up around a week IRL.
2) Each seasons would have a dramatic impact on the environment, for example:
Spring: Tree's automatically drop saplings, tall grass grows naturally
Summer: Staying outside in Deserts will do damage to you over time.
Fall: Heavy rain breaks saplings and tall grass.
Winter: Constant snow, up to 3 blocks of snow can pile up naturally in any biome except Rainforests and Deserts.
Races
1) Each race will have a "home" biome and "hostile" biome.
a)Elves:
Home: Forest, elves gain the ability to go invisible by "consuming" experience.
Hostile: Desert, elves get a slowness debuff.
b) Orcs:
Home: Deserts, orcs get a speed buff.
Hostile: Forests, orcs have a blindness debuff (agh! I can't see anything through these trees!)
c)Dwarves:
Home: Mountains,dwarves can go invisible by "consuming" experience. (Curses, they've hid behind the rocks! Curse their small size!)
Hostile: Rainforest, dwarves get a slowness debuff in rainforests. (Why do I keep tripping over vines....)
d)Naga-
Home: Rainforests, Naga have a 10% chance to apply a 4 second poison debuff onto armored enemies, a 70% chance to apply it onto unarmored.
Hostile: Mountains, Naga have a nausea debuff in mountains. (What...what is this? Where are the trees and vines?) This effect also applies to deserts and grasslands.
2) Humans, Vespids, and Undead will all have no home or hostile territories because:
a) Humans- Humans have settled in almost every possible environment, and as such have no particular affinity or hatred of any.
b) Vespids- So many subclasses that you're bound to find vespid in almost any location.
c) Undead- Lack of available lore.
3) This biome system might be a tad unbalanced, so I might add vespids, humans, and undead to it in the future.
Here's a few ideas regarding zombies.
1) If its possible, make it so occasionally zombies spawn in large hordes of around 30-100, so we start having hordes of zombies roaming around the countryside, besieging small villages. Hordes will spawn at least 10 chunks away from claimed land.
2)Make it so when a zombie is "aggro'd" they will start attracting zombies from a 45 block radius.
3)Make it so that zombies or mobs in general have a chance of doing damage to a specific body part. For example, a zombie can "break one of your legs" (temporarily add the slow debuff onto you) or "swipe its claws across your eyes" (temporary blindness) and other things similar to that.
4) Possibly make it so zombies can spread "diseases" onto you, which in turn can be transferred to other players through combat. These diseases would have various debuffs, such as blindness or weakness, before finally killing you.
Seasons
Here's what I think a plugin about seasons should involve.
1) 4 seasons, each taking up around a week IRL.
2) Each seasons would have a dramatic impact on the environment, for example:
Spring: Tree's automatically drop saplings, tall grass grows naturally
Summer: Staying outside in Deserts will do damage to you over time.
Fall: Heavy rain breaks saplings and tall grass.
Winter: Constant snow, up to 3 blocks of snow can pile up naturally in any biome except Rainforests and Deserts.
Races
1) Each race will have a "home" biome and "hostile" biome.
a)Elves:
Home: Forest, elves gain the ability to go invisible by "consuming" experience.
Hostile: Desert, elves get a slowness debuff.
b) Orcs:
Home: Deserts, orcs get a speed buff.
Hostile: Forests, orcs have a blindness debuff (agh! I can't see anything through these trees!)
c)Dwarves:
Home: Mountains,dwarves can go invisible by "consuming" experience. (Curses, they've hid behind the rocks! Curse their small size!)
Hostile: Rainforest, dwarves get a slowness debuff in rainforests. (Why do I keep tripping over vines....)
d)Naga-
Home: Rainforests, Naga have a 10% chance to apply a 4 second poison debuff onto armored enemies, a 70% chance to apply it onto unarmored.
Hostile: Mountains, Naga have a nausea debuff in mountains. (What...what is this? Where are the trees and vines?) This effect also applies to deserts and grasslands.
2) Humans, Vespids, and Undead will all have no home or hostile territories because:
a) Humans- Humans have settled in almost every possible environment, and as such have no particular affinity or hatred of any.
b) Vespids- So many subclasses that you're bound to find vespid in almost any location.
c) Undead- Lack of available lore.
3) This biome system might be a tad unbalanced, so I might add vespids, humans, and undead to it in the future.