I don't think this is a very useful suggestion but I do think it would be interesting to add,
what if it was possible to tame or temporarily have a pigmen love you by feeding it a bunch of carrots or potatoes, each pigmen would exponentially require more and more carrots/potatoes and they will go with you through dimensions and fight with you, you can have them equip specific weapons and armor and they can act as guards to your base,
I think this would be a very interesting idea but I don't know if it would be possible to make into reality or if it would be a very useful idea
Might well be useful, but would certainly be controversial…
Needs numbers:
how long is temporarily?
what is 'a bunch'? [also a set number or a probabilistic mechanic like horse taming?]
what exponent are you considering (or what range)?
what would "fight with" and/or "act as guards" entail in terms of behavior changes? [Anything much beyond the dog/fox attack that which the player attacks/has attacked the player is likely to be beyong the limits of the AI MS/Mj can embed]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I think this could be cool, but it should be balanced- the pigmen should not "guard" for you or take your weapons. They could just follow you around wherever you go. And you could only have up to say, 8 at any given time. I like the carrot/potato, but a more realistic system might be gold ingots. Just to give gold a decent use.
I think this could be cool, but it should be balanced- the pigmen should not "guard" for you or take your weapons. They could just follow you around wherever you go. And you could only have up to say, 8 at any given time. I like the carrot/potato, but a more realistic system might be gold ingots. Just to give gold a decent use.
As I said, we have too many tamable mobs. We need less tamable mobs, not more.
No Support. We already have too many tameable mobs. Tameability is too overused.
Who says we have too many tameable mobs? There is really only 3 (cats, wolves and parrots) with 2 you can ‘befriend’ (ocelots and foxes), and only 2 of these 5 actually fight with you. (Although I’m not too sure I like the idea of taming pigmen, we could benefit from a unique tameable mob that does something others don’t).
Who says we have too many tameable mobs? There is really only 3 (cats, wolves and parrots) with 2 you can ‘befriend’ (ocelots and foxes), and only 2 of these 5 actually fight with you. (Although I’m not too sure I like the idea of taming pigmen, we could benefit from a unique tameable mob that does something others don’t).
And horses, llamas, mules, and donkeys. The latter three all do exactly the same thing. (Also, they should revert ocelot/cat mechanics back to pre-1.14, as that just added one mob with no use. Parrots also have no use. We really only have five unique (and useful) tamable mobs (cats, wolves, foxes, horses, llamas/mules/donkeys).
Horses, asses, and mules do have minor differences (certainly greater than the 14 cat varieties, 1400[???] tropical fish types which many players seem to find wonderful): llama are substantively different in that they are not ridable (or at least not usable as mounts).
Parrots do have a theoretical use as mob finders in that the sound imitation will provide notice that a mob is 'nearby' (but there is far too much theory in the rhetoric); adding some point towards, or flutter in air over the coordinates of, behaviotr would be needed to make this practical…
The OP idea seems to be getting short shrift:
granting that players leading hordes of swarming pigmen would be channelling the LoTR movies in a gamebraking fashion, letting a player buy the temporary services of a small number of mooks might not be and could add an interesting (if rarely worthwhile) 'thingy' with which those so inclined could play.
Assuming a straight mercenary arraingment with pigmen serving for one engagement (period of continuous aggro), allowing player to hire not-currently-aggroe-ed pigmen at the following rates could be worth considering:
1st.............................1 ingot Au
2nd............................3 ingot Au
3rd.............................1 block Au [disallowing 9 ingots might make for a simpler interface/code]
4th.............................3 block Au
5th.............................9 block Au
6th...........................27 block Au
Pigmen that were 'in service' would use the aggro mechanic, but targeting whatever specific mob that the player attacked/attacked the player.
The pigmen are weak enough, the cost high enough, and the one engagement duration short enough that the number of occassions where it would be worth the cost seems likely to be sufficiently rare that the game would not be broken.
Players could also earn the 'General Stars' award/achievement for killing something with the aid of a full complement of 6.
[The only idea for where this might provide a worthwhile advantage I was able to think up was an ender dragon fight where the pigmen might (maybe) have some utility in keeping the endermen busy and/or providing alternate targets for Jane. Getting the squad into the end might be rather challenging in and of itself, however.]
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I don't think this is a very useful suggestion but I do think it would be interesting to add,
what if it was possible to tame or temporarily have a pigmen love you by feeding it a bunch of carrots or potatoes, each pigmen would exponentially require more and more carrots/potatoes and they will go with you through dimensions and fight with you, you can have them equip specific weapons and armor and they can act as guards to your base,
I think this would be a very interesting idea but I don't know if it would be possible to make into reality or if it would be a very useful idea
Might well be useful, but would certainly be controversial…
Needs numbers:
how long is temporarily?
what is 'a bunch'? [also a set number or a probabilistic mechanic like horse taming?]
what exponent are you considering (or what range)?
what would "fight with" and/or "act as guards" entail in terms of behavior changes? [Anything much beyond the dog/fox attack that which the player attacks/has attacked the player is likely to be beyong the limits of the AI MS/Mj can embed]
No Support. We already have too many tameable mobs. Tameability is too overused.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
I think this could be cool, but it should be balanced- the pigmen should not "guard" for you or take your weapons. They could just follow you around wherever you go. And you could only have up to say, 8 at any given time. I like the carrot/potato, but a more realistic system might be gold ingots. Just to give gold a decent use.
As I said, we have too many tamable mobs. We need less tamable mobs, not more.
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Who says we have too many tameable mobs? There is really only 3 (cats, wolves and parrots) with 2 you can ‘befriend’ (ocelots and foxes), and only 2 of these 5 actually fight with you. (Although I’m not too sure I like the idea of taming pigmen, we could benefit from a unique tameable mob that does something others don’t).
And horses, llamas, mules, and donkeys. The latter three all do exactly the same thing. (Also, they should revert ocelot/cat mechanics back to pre-1.14, as that just added one mob with no use. Parrots also have no use. We really only have five unique (and useful) tamable mobs (cats, wolves, foxes, horses, llamas/mules/donkeys).
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.
Horses, asses, and mules do have minor differences (certainly greater than the 14 cat varieties, 1400[???] tropical fish types which many players seem to find wonderful): llama are substantively different in that they are not ridable (or at least not usable as mounts).
Parrots do have a theoretical use as mob finders in that the sound imitation will provide notice that a mob is 'nearby' (but there is far too much theory in the rhetoric); adding some point towards, or flutter in air over the coordinates of, behaviotr would be needed to make this practical…
The OP idea seems to be getting short shrift:
granting that players leading hordes of swarming pigmen would be channelling the LoTR movies in a gamebraking fashion, letting a player buy the temporary services of a small number of mooks might not be and could add an interesting (if rarely worthwhile) 'thingy' with which those so inclined could play.
Assuming a straight mercenary arraingment with pigmen serving for one engagement (period of continuous aggro), allowing player to hire not-currently-aggroe-ed pigmen at the following rates could be worth considering:
1st.............................1 ingot Au
2nd............................3 ingot Au
3rd.............................1 block Au [disallowing 9 ingots might make for a simpler interface/code]
4th.............................3 block Au
5th.............................9 block Au
6th...........................27 block Au
Pigmen that were 'in service' would use the aggro mechanic, but targeting whatever specific mob that the player attacked/attacked the player.
The pigmen are weak enough, the cost high enough, and the one engagement duration short enough that the number of occassions where it would be worth the cost seems likely to be sufficiently rare that the game would not be broken.
Players could also earn the 'General Stars' award/achievement for killing something with the aid of a full complement of 6.
[The only idea for where this might provide a worthwhile advantage I was able to think up was an ender dragon fight where the pigmen might (maybe) have some utility in keeping the endermen busy and/or providing alternate targets for Jane. Getting the squad into the end might be rather challenging in and of itself, however.]