Everyone always suggests guns. In fact, there are gun posts all the time... and everyone always berates it because guns don't fit in with the Minecraft atmosphere or the theme. That is true, but what about Muskets? Those seem to fit in nicely; not too advanced, very simple. It wouldn't be too overpowered a weapon, because muskets aren't terribly accurate. Since they would be loud, it would make sense to only use them when you were in desperate trouble, because on SMP you wouldn't want people to hear you in certain situations, and in regular SP it would attract mobs.
There is currently only one projectile weapon in Minecraft, besides Snowballs of course, and that's the Bow. It wouldn't be that bad for us to have just one more.
Before I get into the crafting recipe, I'm just going to add this one argument for why they aren't too advanced: If pistons aren't too advanced, then neither are Muskets. And since I'm bringing already-implemented Minecraft tech into this, what about Lamps, and Hoppers? All of these sound like "Late 19th-Century Technologies". Pistons were invented in the 1700s, the first electric light was invented in 1835, and hoppers have been here since the Industrial Revolution. But Muskets were used as far back as the 1500s. Does this not make sense? Because it makes perfect sense to me.
Crafting -
The funny thing is that Muskets make even more sense when you think about how a crafting recipe would work. Muskets are very simple objects, and their crafting recipe would make so much sense. Here:
Regular Musket (shaped crafting)
Automatically Reloading Musket or "Hopper Musket" (shaped crafting)
Certain Muskets in the 1600s had reloading mechanisms similar to hoppers. This works great, as we already have hoppers in the game, and there's a nice balance to them as well. Give up five iron for eight spaces in the gun for ammo. Nice!
I think the wood should be interchangeable in both these recipes, so that a custom stock is an option. Any kind of wood planks can be used here, and that will change the color of the stock.
Ammunition -
The ammunition for our Musket is the real-life ammo for the real-life Musket: Musket Balls. In real life, Musket Balls are made with Lead, rolled in Black Powder, and they are bound in Cloth or Paper. The recipe for the Musket Balls will return 8 Musket Balls every time. I figure that based on all this information, this crafting recipe should have two variations, and they should be as follows:
Crafting Musket Balls (shapeless crafting) -
Variation I -
Variation II -
Think about this recipe as us combining Nether Brick and Iron to make lead, wrapping that in either cloth or paper, and then rolling it in Black Powder.
Loading the Musket (shapeless crafting)-
Please note that the Texture for the Musket in this picture may not be the final version. I did my best in making it, but some people may not like it. I barely think it works as a texture at all.
When you load the Musket, you only get one shot before you need to reload again. This forces the player to focus on things like getting the right shot, conserving ammo, and using the Musket wisely so as to prevent attracting all the mobs in the area, leaving you to struggle to reload before an ambush. Keep in mind that the Musket will break after 64 uses, just like the Flint and Steel in it's crafting recipe (As suggested by Mouzen_Animations).
Loading the Automatically Reloading Musket or "Hopper Musket" (shapeless crafting) -
Please note that the Texture for the Musket in this picture may not be the final version. I did my best in making it, but some people may not like it. I barely think it works as a texture at all.
The only difference between this and the regular Musket is the fact that you can hold 8 shots instead of just 1. This has a great balance to it, because essentially what is happening is that you are sacrificing 5 iron and a chest for the ability to have 8 shots instead of 1. The number of shots you have left will be kept track of in a space to the right of the HUD. This Musket will break after 64 uses, just like the other one.
Repairing -
Putting two damaged Muskets into an Anvil will repair them. This only works if the two Muskets are the same type, however, it will not work if you use a damaged Hopper Musket and a damaged regular Musket. You will not be able to repair two muskets in a Crafting Table, though. I don't think it would make much sense to repair it with anything but the Anvil.
The Musket can also be repaired by using iron ingots in the Anvil with the Musket, in the same way as most other tools and their respective crafting materials.
Damage -
Players and Non-Boss mobs: With the difficulty you have to go through to get ammo for it, I think this weapon should have a high mortality rate. Like, if the thing you're trying to kill has no armor, it should do 12 half-hearts damage (critical hits, or "head shots", will count for 150% base damage, which is 18 half-hearts. This will change based on the Power Enchantment level.). Here is an excerpt from the Minecraft wiki for how armor protects from damage, based on each tier:
Defense points
The player's current protection level is represented visually by the armor bar. Each defense point () represent 4% damage reduction. With all 20 shown full, the player has a total of 80% damage reduction. The armor meter is affected by the particular pieces that are worn, as well as the tier of the armor. Different combinations of armor provide different levels of defense. A full suit of diamond armor protects the player from 80% of damage, whereas a full suit of iron will provide 60% protection and a full suit of leather will provide 28%.
(Those percentages apply to the damage done by the Musket (which is 12 half-hearts without armor). For example, if someone was wearing full diamond armor, the Musket would only do 80% of it's damage to that person, and 60% of it's damage for someone wearing full iron armor, as well as 28% of it's damage for leather armor, as the above describes. Enchanting the armor with Protection, Blast Protection or Projectile Protection would also help protect from damage caused by the Musket.)
Bosses: For the most part, the above will apply to bosses, only it won't matter that much, if at all. Dragons and Withers fly, so you might never get a good hit on them.
Aiming -
When you right click with the Musket selected in the hotbar, you go into a kind of "Aiming Mode". When this occurs, 3 things will happen.
The screen will zoom in, in a similar fashion to charging the Bow. This will take 2.5 seconds.
After the zoom effect finishes, the trigger to the Musket will pull back, only after which will the Musket be able to fire.
Fire the Musket by left-clicking, and the screen will return to normal. It will be 2.5 seconds more until you are able to fire again (for the Hopper Musket at least, but this won't affect the regular Musket, because you have to craft-reload that anyway)
Headshots -
Head shots should count as Critical Hits. The following list describes all mobs in the game, and how the Musket affects them in terms of headshots. If you do not like what I have here, please voice your opinion by leaving feedback about what you don't like, and what I should change.
Key:Affected by Headshots
Unaffected by Headshots
Other (Described)
Passive
Chicken
Cow
Horse
Ocelot
Pig
Sheep
Bat
Mooshroom
Squid
Villager
Rabbit
Neutral
Cave Spider
Enderman
Spider
Wolf
Zombie Pigman
Hostile
Blaze
Creeper
Endermite
Ghast
Magma Cube
Silverfish
Skeleton
Witch
Wither Skeleton
Zombie
Guardian
Elder Guardian
Utility
Iron Golem
Snow Golem (if you shoot them in the pumpkin, there's a 25% chance their pumpkin will drop as an item, and leave behind 2 inanimate snow blocks)
Bosses
Ender Dragon
Wither
Range -
The range of the Musket will be 70 blocks. The damage listed above will be at 100% up to 70 blocks away, and anything over 70 blocks will do 0% damage. The Musket Ball will arc, as one would think it would be affected by gravity. The Musket's Projectile will follow a straight line up to 25 blocks, and then it will slope downward slowly at any distance further than 25 blocks, until at 70 blocks it would hit the ground (assuming this straight path were parallel to the ground; if the Musket were pointing up into the air, it would take longer for said projectile to hit the ground, similar to how an arrow arcs in game already.)
Enchantments -
At first, I didn't agree with enchantments for the Musket, and I'm still on the fence about it, but the community has spoken up about it. So, here are the enchantments that Muskets will be able to receive (note there will not be new enchantments specifically for the Musket):
Efficiency (for the ability to reload faster)
Punch (the same as the bow)
Flame (the same as the bow)
Looting (the same as any sword)
Unbreaking (the same as the bow)
Power (the same as the bow, which is 25% increase each level)
Side-Effects -
Guns are loud, and Muskets are no exception. Every mob or player within a 32-block radius should hear the shot. Hostile and Neutral mobs within this radius will become attracted to the spot where the Musket was fired, Passive mobs within this radius will get scared and run in the opposite direction of the location of the shot, relative to their location, for about 8 blocks, and other Players will make decisions about what they want to do. I would imagine players with less armor would want to run away, but players with more armor, and high powered weapons, would want to find you and take your items.
Kick-Back should be a factor here too. When you shoot, you move back slightly and the camera moves up slightly. This will depend on the armor the player is wearing. Leather can reduce it 2.5% for each piece on, Gold armor can reduce it by 7.5% for each piece, Iron can reduce it by 12.5% for each piece, and Diamond can reduce it by 17.5% for each piece the player is wearing, for a maximum of 75% kickback reduction. It will still have some kickback no matter what. (specific percentages provided by sphalerite)
The projectiles should break glass.
Muskets won't work underwater.
Balance -
If you don't like how balance is handled here, give me a comment about how you think it could be handled better. I've done my best here, but if you have ideas, give them to me. Thank you.
And if there's anything here that I missed, anything in general, please give feedback in the comments.
Banner -
I made a banner, just in case anybody wants to put it in their signature. Here it is:
You can use this banner in your signature all you like, but if you steal this banner, or my textures, to use as your own, I will find out. Just saying.
Mod -
There is a Mod in the works that is based on this suggestion. It is being made by Obsidian_Miner874, and you can talk to him if you want to find out more information about it.
I feel like you're mocking me, and a few days ago, I would have as well. But the more I think about it, the more Muskets seem to fit in with the world of Minecraft. I'm sorry, but even with all the mocking in the world, I stand by this idea.
I feel like you're mocking me, and a few days ago, I would have as well. But the more I think about it, the more Muskets seem to fit in with the world of Minecraft. I'm sorry, but even with all the mocking in the world, I stand by this idea.
Not mocking, just thught it was a bit cheap to get to be a gun.
perhaps firecharge ammo?
i.e. you need to reload through the crafting grid after EACH shot fired.
That would make it into a powerful weapon, but one thay is quite high-maintenance, too. Definitely not a simply "shot and forget".
After all this ain't an FPS shooter weapon. It's more of a shoot once then switch to sword weapon, no ?
Also, instead of exploding every 500 shots (woah super duper rare!), and instant5-kill, why not a real explosion occurring much more often, and only dealing a lot of semi-random explosion damage, which MIGHT kill a player - or deal only a little damage. With Protection from Explosions kicking in - an almost required enchant build to make sure you never die from this.
I really like the crafting recipe. not costly, but if the weapon blows up frequently enough, then the cost adds up. Carrying 1 or 2 extra around in case your musket blows up (extra inventory space slot needs = higher maintenance weapon). The real cost tough seems to be in the "bullets". I like that the fire charge, which needs gunpowder anyway, also needs ANOTHER gunpowder to "propel" the fire charge.
Maybe the fire charge should deal normal fire charge damage, same as when it is shot from a dispenser ?
i.e. you need to reload through the crafting grid after EACH shot fired.
That would make it into a powerful weapon, but one thay is quite high-maintenance, too. Definitely not a simply "shot and forget".
After all this ain't an FPS shooter weapon. It's more of a shoot once then switch to sword weapon, no ?
Also, instead ogf exploding every 500 shots (woah super udper rare!), and insta-kill, why not exploding WAY more often, and only dealing a lot of semi-random explosion damage, which MIGHT kill a player - or deal only a little damage. With Protection from Explosions kicking in - a good build to ,ake sure you don't die from losing your weapon.
I like the crafting recipe.
The best gun suggestion I've seen to date.
Thank you for your suggestions, I like most of them. It definitely is a good idea to make it hold less ammo, not sure about just one. I think it should be two at least, maybe three, but you're right. I'll change it so it explodes every 15-50 shots. That way it seems like it could happen at any time, so you're always expecting it, but you have to understand that if it happens too often, nobody would want to use it.
I have added both those changes, if you want to take a look.
The Meaning of Life, the Universe, and Everything.
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Minecraft:
TacoKingIII
Member Details
Nice! I support. I just don't agree with the upgrades. To me, it makes it seem more like a mod.
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Current avatar: Amaterasu Omikami, or Amaterasu for short. Goddess of the sun, universe and everything that is good. Has a wolf form and a "human" form.
I feel the same way, but I'd like everyone from the community to weigh in about the Upgrades anyway. Have you voted in the polls at the top of this thread?
Also, if you think about it, all other weapons have their own upgrades in the form of enchantments, including the bow. Only I don't see this being enchantable in any way. So I thought I'd give an alternative.
How much damage will a plain 'ol musket deal without any upgrades? Talking about how the damage can vary is great, but if we don't have any info on the base damage we won't be able to see how balanced it is.
If it's the same as a fire charge, then there'd be barely any reason to use this over a Flame bow (or any bow at all), though I doubt it deals that little damage.
At first I was skeptical, but after reading this I do see your logic, and I think that if we ever were to have another ranged weapon (other than thrown items such as the snowball) that the musket is a very nice fit. That being Said I do agree with Ouatcheur's suggestion of having it only hold one shot at a time, requiring you to manually reload after each shot. I think it adds a nice touch to them, and is certainly something to mix up the otherwise bland combat system in the game at this point (Coming from someone who doesn't quite find swinging a sword very entertaining).
However Im not sure I like the idea of the upgrades... I mean, I dont exactly feel that the musket should become the "Uber Cannon of Much Exploding Death", And the introduction of a new system of changing/improving items, just for the sake of specifically the musket, hardly seems like a feasible option.
I'm not too sure about a one shot musket, but I'm not disagreeing with you guys. I'm only thinking of the way the musket will attract mobs, rendering the musket useless at night unless it uses more than one shot. Or I could rework the way it is reloaded... what do you guys think?
Edit: I'm just going to rework it, and you everyone here can tell me what they think...
I changed a few things. This looks a little better to me, so I think this is how I'm going to keep this. Just keep suggesting ideas anyway. I love all the feedback I'm getting, it's certainly helping.
I think the best thing about this is that all the original Minecraft mechanics that deal with these sorts of things are at work here. You see other suggestions for guns that have multiple parts and cartridges, or a wicked unbalance to them, or are virtually unattainable. But when you look at this, it has a similar balance to the bow, only slightly more expensive, it's crafted in just one trip to the crafting window, and it doesn't have any extremely complex recipes that don't make any sense. Redstone in a gun? What? No way, Muskets are just metal and gunpowder, with nothing but a stock to hold it all together.
Plus I found a way for this to work with all the other gameplay mechanics without screwing any of them up or interrupting them, and it even follows the already established atmosphere the game has. I hope Mojang sees this.
See? These are the guns that should be Minecraft. People say "NO GUNS BAD!!!!MINECRAFT ARENT MODERN LOLOLOL!!!" Then explain how the Europeans had muskets back in the 14th century??
But muskets fit perfectly! Good job! 👍
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My Avatar is a Dalek, therefor your argument is... EXTERMINATED!!!
You know who can tell me something I already know? Me. All the time. I'm really good at telling me stuff I already know. I don't need help in that department. I don't know about others, but I can't imagine I'm alone here.
No support, for being too OP in some situations and UP in others:
Op things:
1) Figthing bosses would be too easy, because the musket does 95% damage, for example, if I was figthing the wither an I shoot it with a musket, it would deal 270 HP of damage.
2) In PvP 1 vs 1, you could take a player down to 5 hearts if it was wearing full diamond and at full health.
UP things:
1) Although this is extremely OP for figthing bosses, for normal hostile mobs, this would be a waste of materials.
2)You can't kill ANYTHING: a ) I shoot an unarmored zombie with the musket and looses 95% of its health, 20HP --> 1HP. b ) I shoot at it again, 1HP --> 0.05HP. c ) I shoot at it again, 0.05HP --> 0.0025HP and so on. I will never kill it.
3) It has a chance of killing yourself, so again it's just useful for figthing bosses.
4) It has the lowest durability of any tool, so it makes it even less useful for killing non-boss hostile mobs.
I actually like this gun idea. I am a little confuse that I do, but I do. Not going to go mow down the Nether with it, just a little long distance one shot that is not cheap. I like
Quote from Obsidian_Miner874»No support, for being too OP in some situations and UP in others:
Op things:
1) Figthing bosses would be too easy, because the musket does 95% damage, for example, if I was figthing the wither an I shoot it with a musket, it would deal 270 HP of damage.
2) In PvP 1 vs 1, you could take a player down to 5 hearts if it was wearing full diamond and at full health.
UP things:
1) Although this is extremely OP for figthing bosses, for normal hostile mobs, this would be a waste of materials.
2)You can't kill ANYTHING: a ) I shoot an unarmored zombie with the musket and looses 95% of its health, 20HP --> 1HP. b ) I shoot at it again, 1HP --> 0.05HP. c ) I shoot at it again, 0.05HP --> 0.0025HP and so on. I will never kill it.
3) It has a chance of killing yourself, so again it's just useful for figthing bosses.
4) It has the lowest durability of any tool, so it makes it even less useful for killing non-boss hostile mobs.
Thank you for your comments, I have taken them into consideration.
1. First of all, by 95% of it's health, I was talking about players health. I will make that clear in the original post. Mobs will either get one-shot killed or get taken down to a point where you can hit them to death. Bosses won't take as much damage as other mobs. Also, not 95% of it's current health, 95% of it's overall health when it's fully healed. I'm sorry if there was confusion, I will change this as well.
2. I feel that this is fair, due the the long reload time of opening the inventory and crafting the materials together, or using a crafting table, as well as the limited number of uses and the fact that you yourself could take half of your hearts away in an explosion.
UP things:
1. No, Taking 95% of a zombie's overall health away and then another 95%, makes it a two shot kill. If we make it 100% on most mobs, then it feels more balanced and you don't have to face the danger of reloading twice for each zombie, and have them all become attracted to the noise.
2. I already described the damage system, which I'm about to change up in the original post. Thank you.
3. You can go a whole 16 uses without it exploding, it's just likely. And even when it does explode, it won't kill you 100% of the time. And I predict that if you're fighting a boss, you're wearing enchanted Diamond Armor, which could bring the damage it does to you down to a minimum of 15% damage.
4. The low durability is to mimic the explosive nature of real life Muskets. They're dangerous to use when you make them yourself, which is what you're doing with this Musket. I feel like that makes sense. I think it works, because if there's 16 mobs in a 20-block radius, and you kill one of them, they'll all become attracted to your location, and you'd have at least 15 more shots to kill all of them, provided you don't have another Musket on you at any given moment. Which you most likely would, because of how cheap they are to make. It's the ammo that's expensive. I did this on purpose.
Replace the reloading recipe with a different way to reload it, or make it able to keep more shots, as the latter is pretty much the only way crafting to reload can actually work (With only one, it becomes nearly impossible to use it in nearly any situation, specially due to the low accuracy, which would make the bow outright better).
A real Musket is reloaded by hand-inserting the ammo and gunpowder into the barrel, which is a very slow process. This is meant to mimic that. It only holds one shot because Muskets only hold one shot. It's only meant for when a mob or player is directly in front of you as well, which makes this good for close up proximity attacks, while the bow is good for long range stealth attacks. But thanks for your comment.
MUSKETS
Everyone always suggests guns. In fact, there are gun posts all the time... and everyone always berates it because guns don't fit in with the Minecraft atmosphere or the theme. That is true, but what about Muskets? Those seem to fit in nicely; not too advanced, very simple. It wouldn't be too overpowered a weapon, because muskets aren't terribly accurate. Since they would be loud, it would make sense to only use them when you were in desperate trouble, because on SMP you wouldn't want people to hear you in certain situations, and in regular SP it would attract mobs.
There is currently only one projectile weapon in Minecraft, besides Snowballs of course, and that's the Bow. It wouldn't be that bad for us to have just one more.
Before I get into the crafting recipe, I'm just going to add this one argument for why they aren't too advanced: If pistons aren't too advanced, then neither are Muskets. And since I'm bringing already-implemented Minecraft tech into this, what about Lamps, and Hoppers? All of these sound like "Late 19th-Century Technologies". Pistons were invented in the 1700s, the first electric light was invented in 1835, and hoppers have been here since the Industrial Revolution. But Muskets were used as far back as the 1500s. Does this not make sense? Because it makes perfect sense to me.
Crafting -
The funny thing is that Muskets make even more sense when you think about how a crafting recipe would work. Muskets are very simple objects, and their crafting recipe would make so much sense. Here:Regular Musket (shaped crafting)
Automatically Reloading Musket or "Hopper Musket" (shaped crafting)
Certain Muskets in the 1600s had reloading mechanisms similar to hoppers. This works great, as we already have hoppers in the game, and there's a nice balance to them as well. Give up five iron for eight spaces in the gun for ammo. Nice!
I think the wood should be interchangeable in both these recipes, so that a custom stock is an option. Any kind of wood planks can be used here, and that will change the color of the stock.
Ammunition -
The ammunition for our Musket is the real-life ammo for the real-life Musket: Musket Balls. In real life, Musket Balls are made with Lead, rolled in Black Powder, and they are bound in Cloth or Paper. The recipe for the Musket Balls will return 8 Musket Balls every time. I figure that based on all this information, this crafting recipe should have two variations, and they should be as follows:Crafting Musket Balls (shapeless crafting) -
Variation I -
Variation II -
Think about this recipe as us combining Nether Brick and Iron to make lead, wrapping that in either cloth or paper, and then rolling it in Black Powder.
Loading the Musket (shapeless crafting) -
Please note that the Texture for the Musket in this picture may not be the final version. I did my best in making it, but some people may not like it. I barely think it works as a texture at all.
When you load the Musket, you only get one shot before you need to reload again. This forces the player to focus on things like getting the right shot, conserving ammo, and using the Musket wisely so as to prevent attracting all the mobs in the area, leaving you to struggle to reload before an ambush. Keep in mind that the Musket will break after 64 uses, just like the Flint and Steel in it's crafting recipe (As suggested by Mouzen_Animations).
Loading the Automatically Reloading Musket or "Hopper Musket" (shapeless crafting) -
Please note that the Texture for the Musket in this picture may not be the final version. I did my best in making it, but some people may not like it. I barely think it works as a texture at all.
The only difference between this and the regular Musket is the fact that you can hold 8 shots instead of just 1. This has a great balance to it, because essentially what is happening is that you are sacrificing 5 iron and a chest for the ability to have 8 shots instead of 1. The number of shots you have left will be kept track of in a space to the right of the HUD. This Musket will break after 64 uses, just like the other one.
Repairing -
Putting two damaged Muskets into an Anvil will repair them. This only works if the two Muskets are the same type, however, it will not work if you use a damaged Hopper Musket and a damaged regular Musket. You will not be able to repair two muskets in a Crafting Table, though. I don't think it would make much sense to repair it with anything but the Anvil.The Musket can also be repaired by using iron ingots in the Anvil with the Musket, in the same way as most other tools and their respective crafting materials.
Damage -
Players and Non-Boss mobs: With the difficulty you have to go through to get ammo for it, I think this weapon should have a high mortality rate. Like, if the thing you're trying to kill has no armor, it should do 12 half-hearts damage (critical hits, or "head shots", will count for 150% base damage, which is 18 half-hearts. This will change based on the Power Enchantment level.). Here is an excerpt from the Minecraft wiki for how armor protects from damage, based on each tier:Defense points
The player's current protection level is represented visually by the armor bar. Each defense point () represent 4% damage reduction. With all 20 shown full, the player has a total of 80% damage reduction. The armor meter is affected by the particular pieces that are worn, as well as the tier of the armor. Different combinations of armor provide different levels of defense. A full suit of diamond armor protects the player from 80% of damage, whereas a full suit of iron will provide 60% protection and a full suit of leather will provide 28%.(Those percentages apply to the damage done by the Musket (which is 12 half-hearts without armor). For example, if someone was wearing full diamond armor, the Musket would only do 80% of it's damage to that person, and 60% of it's damage for someone wearing full iron armor, as well as 28% of it's damage for leather armor, as the above describes. Enchanting the armor with Protection, Blast Protection or Projectile Protection would also help protect from damage caused by the Musket.)
Bosses: For the most part, the above will apply to bosses, only it won't matter that much, if at all. Dragons and Withers fly, so you might never get a good hit on them.
Aiming -
When you right click with the Musket selected in the hotbar, you go into a kind of "Aiming Mode". When this occurs, 3 things will happen.Headshots -
Head shots should count as Critical Hits. The following list describes all mobs in the game, and how the Musket affects them in terms of headshots. If you do not like what I have here, please voice your opinion by leaving feedback about what you don't like, and what I should change.Key:Affected by Headshots
Unaffected by Headshots
Other (Described)
Passive
Range -
The range of the Musket will be 70 blocks. The damage listed above will be at 100% up to 70 blocks away, and anything over 70 blocks will do 0% damage. The Musket Ball will arc, as one would think it would be affected by gravity. The Musket's Projectile will follow a straight line up to 25 blocks, and then it will slope downward slowly at any distance further than 25 blocks, until at 70 blocks it would hit the ground (assuming this straight path were parallel to the ground; if the Musket were pointing up into the air, it would take longer for said projectile to hit the ground, similar to how an arrow arcs in game already.)Enchantments -
At first, I didn't agree with enchantments for the Musket, and I'm still on the fence about it, but the community has spoken up about it. So, here are the enchantments that Muskets will be able to receive (note there will not be new enchantments specifically for the Musket):Side-Effects -
Guns are loud, and Muskets are no exception. Every mob or player within a 32-block radius should hear the shot. Hostile and Neutral mobs within this radius will become attracted to the spot where the Musket was fired, Passive mobs within this radius will get scared and run in the opposite direction of the location of the shot, relative to their location, for about 8 blocks, and other Players will make decisions about what they want to do. I would imagine players with less armor would want to run away, but players with more armor, and high powered weapons, would want to find you and take your items.
Kick-Back should be a factor here too. When you shoot, you move back slightly and the camera moves up slightly. This will depend on the armor the player is wearing. Leather can reduce it 2.5% for each piece on, Gold armor can reduce it by 7.5% for each piece, Iron can reduce it by 12.5% for each piece, and Diamond can reduce it by 17.5% for each piece the player is wearing, for a maximum of 75% kickback reduction. It will still have some kickback no matter what. (specific percentages provided by sphalerite)
The projectiles should break glass.
Muskets won't work underwater.
Balance -
If you don't like how balance is handled here, give me a comment about how you think it could be handled better. I've done my best here, but if you have ideas, give them to me. Thank you.And if there's anything here that I missed, anything in general, please give feedback in the comments.
Banner -
I made a banner, just in case anybody wants to put it in their signature. Here it is:You can use this banner in your signature all you like, but if you steal this banner, or my textures, to use as your own, I will find out. Just saying.
Mod -
There is a Mod in the works that is based on this suggestion. It is being made by Obsidian_Miner874, and you can talk to him if you want to find out more information about it.Not mocking, just thught it was a bit cheap to get to be a gun.
perhaps firecharge ammo?
i.e. you need to reload through the crafting grid after EACH shot fired.
That would make it into a powerful weapon, but one thay is quite high-maintenance, too. Definitely not a simply "shot and forget".
After all this ain't an FPS shooter weapon. It's more of a shoot once then switch to sword weapon, no ?
Also, instead of exploding every 500 shots (woah super duper rare!), and instant5-kill, why not a real explosion occurring much more often, and only dealing a lot of semi-random explosion damage, which MIGHT kill a player - or deal only a little damage. With Protection from Explosions kicking in - an almost required enchant build to make sure you never die from this.
I really like the crafting recipe. not costly, but if the weapon blows up frequently enough, then the cost adds up. Carrying 1 or 2 extra around in case your musket blows up (extra inventory space slot needs = higher maintenance weapon). The real cost tough seems to be in the "bullets". I like that the fire charge, which needs gunpowder anyway, also needs ANOTHER gunpowder to "propel" the fire charge.
Maybe the fire charge should deal normal fire charge damage, same as when it is shot from a dispenser ?
The best gun suggestion I've seen to date.
Thank you for your suggestions, I like most of them. It definitely is a good idea to make it hold less ammo, not sure about just one. I think it should be two at least, maybe three, but you're right. I'll change it so it explodes every 15-50 shots. That way it seems like it could happen at any time, so you're always expecting it, but you have to understand that if it happens too often, nobody would want to use it.
I have added both those changes, if you want to take a look.
Current avatar: Amaterasu Omikami, or Amaterasu for short. Goddess of the sun, universe and everything that is good. Has a wolf form and a "human" form.
Also, if you think about it, all other weapons have their own upgrades in the form of enchantments, including the bow. Only I don't see this being enchantable in any way. So I thought I'd give an alternative.
If it's the same as a fire charge, then there'd be barely any reason to use this over a Flame bow (or any bow at all), though I doubt it deals that little damage.
However Im not sure I like the idea of the upgrades... I mean, I dont exactly feel that the musket should become the "Uber Cannon of Much Exploding Death", And the introduction of a new system of changing/improving items, just for the sake of specifically the musket, hardly seems like a feasible option.
Edit: I'm just going to rework it, and you everyone here can tell me what they think...
Plus I found a way for this to work with all the other gameplay mechanics without screwing any of them up or interrupting them, and it even follows the already established atmosphere the game has. I hope Mojang sees this.
of other worldly proportionsBut muskets fit perfectly! Good job! 👍
~yoshi9048
My best suggestion:
Mobs actually being varied???
Op things:
1) Figthing bosses would be too easy, because the musket does 95% damage, for example, if I was figthing the wither an I shoot it with a musket, it would deal 270 HP of damage.
2) In PvP 1 vs 1, you could take a player down to 5 hearts if it was wearing full diamond and at full health.
UP things:
1) Although this is extremely OP for figthing bosses, for normal hostile mobs, this would be a waste of materials.
2)You can't kill ANYTHING: a ) I shoot an unarmored zombie with the musket and looses 95% of its health, 20HP --> 1HP. b ) I shoot at it again, 1HP --> 0.05HP. c ) I shoot at it again, 0.05HP --> 0.0025HP and so on. I will never kill it.
3) It has a chance of killing yourself, so again it's just useful for figthing bosses.
4) It has the lowest durability of any tool, so it makes it even less useful for killing non-boss hostile mobs.
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If I had knew how many things you had to post before getting the 'Obsidian Miner' title, my username would be Tree_Puncher874...
Thank you for your comments, I have taken them into consideration.
1. First of all, by 95% of it's health, I was talking about players health. I will make that clear in the original post. Mobs will either get one-shot killed or get taken down to a point where you can hit them to death. Bosses won't take as much damage as other mobs. Also, not 95% of it's current health, 95% of it's overall health when it's fully healed. I'm sorry if there was confusion, I will change this as well.
2. I feel that this is fair, due the the long reload time of opening the inventory and crafting the materials together, or using a crafting table, as well as the limited number of uses and the fact that you yourself could take half of your hearts away in an explosion.
UP things:
1. No, Taking 95% of a zombie's overall health away and then another 95%, makes it a two shot kill. If we make it 100% on most mobs, then it feels more balanced and you don't have to face the danger of reloading twice for each zombie, and have them all become attracted to the noise.
2. I already described the damage system, which I'm about to change up in the original post. Thank you.
3. You can go a whole 16 uses without it exploding, it's just likely. And even when it does explode, it won't kill you 100% of the time. And I predict that if you're fighting a boss, you're wearing enchanted Diamond Armor, which could bring the damage it does to you down to a minimum of 15% damage.
4. The low durability is to mimic the explosive nature of real life Muskets. They're dangerous to use when you make them yourself, which is what you're doing with this Musket. I feel like that makes sense. I think it works, because if there's 16 mobs in a 20-block radius, and you kill one of them, they'll all become attracted to your location, and you'd have at least 15 more shots to kill all of them, provided you don't have another Musket on you at any given moment. Which you most likely would, because of how cheap they are to make. It's the ammo that's expensive. I did this on purpose.
A real Musket is reloaded by hand-inserting the ammo and gunpowder into the barrel, which is a very slow process. This is meant to mimic that. It only holds one shot because Muskets only hold one shot. It's only meant for when a mob or player is directly in front of you as well, which makes this good for close up proximity attacks, while the bow is good for long range stealth attacks. But thanks for your comment.