What if we added some new ores to the game? And I'm not talking like some ore you can get just as easily as diamonds but is better than 'em. I'm talking some ENTIRELY NEW ONES, ores that are in a class all its own.
But the question is: How does one make such a thing happen? And I'm here today to share with you my ideas on some extra ores.
Hey, this is called "The Element Update!" So why are you talking about ores?
Just sit tight. I'm getting there. So, the way these ores work is that you mine them, and then you find a use for them. That's the way how ores worked since Minecraft's beginning. However, these ores' uses have entirely different ones. So let's start by what ores they are. They are Rubies, Sapphires, and Topazes.
You might question that, as all of these would have the same color of another ore, and it would confound others into thinking that they are something else. Fear not! I've taken this into consideration, and I've thought of a way to differentiate these ores from the others. Rubies are colored persimmon, Sapphires are navy, and Topazes are amber.
So just how do these ores play out in this suggestion?
These ores contain the power of a certain element. And when smelted into gems (NOT ingots, mind you), you can use them to make element-infused weapons or armor. Each of these elements function in their own special way. Rubies are infused with fire, Sapphires are infused with ice, and Topazes are infused with electricity.
All of these spawn lower than Y=32, and they can be found in groups of 4 to 6. They can be mined with iron pickaxes.
Alright, we're getting somewhere. So how do these elements work?
Well, firstly you have to know that there are four kinds of elements. Physical, Fire, Ice, and Thunder. Physical attacks have the capability to land critical hits. Fire attacks set your opponents on fire, causing them to take damage over time. Ice attacks freeze your target completely, releasing damaging ice shards when they thaw out. Thunder attacks force your foe to drop anything they're holding from the electricity coursing through them.
You might question Physical as an element, but that's the element used when using swords, axes, all that stuff. Plus, the elemental attacks DON'T have the capability to land crits, so Physical attacks can still compete with the others.
How will ranged fighting be affected? Are we able to make element-infused arrows?
Of course you can make element-infused arrows. The recipe is exactly like the basic arrow recipe, only with the gem you want to use in place of the Flint. However, unlike the original recipe, these only yield two arrows.
Putting these special arrows in your offhand will allow you to shoot them. These arrows break on impact, so when you have these arrows, do NOT miss your chance.
That's cool and all, but where's the armor?
Yeah, I haven't mentioned that, have I? You can make armor with the gems that you mine, and they'll give you resistances to the corresponding element. For example, if you wear a Ruby Armor set, you'll be more resistant to Fire attacks. The sets that grant elemental resistance give 13 armor points (~52% damage reduction), but when faced with physical attacks, they only block damage equivalent to 7 armor points (~28% damage reduction).
The durability of the elemental sets are equivalent to that of the chainmail set.
Won't this make the old combat system obsolete?
Absolutely not! The purpose of this suggestion is NOT to make the old system irrelevant, but to combine the old and new into a system that players will enjoy, granting new possibilities.
So, that's it. There might've been something that I missed, so if I did, let me know. And thanks for reading. Give me your feedback, and I'll change the suggestion accordingly.
I'm not sure how I feel about the idea itself, my main concerns are the elemental effects each provide. Ruby is partially redundant due to fire enchantments on weapons. Ice seems okay, but them freezing in place seems easily abused (freeze enemy, surround them by Lava while they are frozen). I could see a general slowness effect, but that makes the Slowness potion redundant. And lightning seems like it would be exceptionally overpowered, as you wouldn't be able to hold anything for very long.
In order to balance this, I feel like there need to be three hidden "element" bars that influence when these effects trigger. Basically the bars start at 0% and each time you get hit they go up X%. Say each hit does 20%, so you would need to hit someone with the Ice weapon 5 times before the effect triggers.
Additionally, the bars could decrease over time. Say at a rate of 2% per second as an example. That means you get rewarded for being able to apply pressure on an enemy, but the enemy gets rewarded by avoiding your attacks.
But I am worried that for normal mobs these would be mostly redundant, since even an Iron Sword can do plenty of damage to enemies without needing additional effects.
All aside I would love to see the idea evolve and want to give props on making a well thought out, well formatted thread. We need more threads like this in Suggestions.
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Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
Introduction
What if we added some new ores to the game? And I'm not talking like some ore you can get just as easily as diamonds but is better than 'em. I'm talking some ENTIRELY NEW ONES, ores that are in a class all its own.
But the question is: How does one make such a thing happen? And I'm here today to share with you my ideas on some extra ores.
Hey, this is called "The Element Update!" So why are you talking about ores?
Just sit tight. I'm getting there. So, the way these ores work is that you mine them, and then you find a use for them. That's the way how ores worked since Minecraft's beginning. However, these ores' uses have entirely different ones. So let's start by what ores they are. They are Rubies, Sapphires, and Topazes.
You might question that, as all of these would have the same color of another ore, and it would confound others into thinking that they are something else. Fear not! I've taken this into consideration, and I've thought of a way to differentiate these ores from the others. Rubies are colored persimmon, Sapphires are navy, and Topazes are amber.
So just how do these ores play out in this suggestion?
These ores contain the power of a certain element. And when smelted into gems (NOT ingots, mind you), you can use them to make element-infused weapons or armor. Each of these elements function in their own special way. Rubies are infused with fire, Sapphires are infused with ice, and Topazes are infused with electricity.
All of these spawn lower than Y=32, and they can be found in groups of 4 to 6. They can be mined with iron pickaxes.
Alright, we're getting somewhere. So how do these elements work?
Well, firstly you have to know that there are four kinds of elements. Physical, Fire, Ice, and Thunder. Physical attacks have the capability to land critical hits. Fire attacks set your opponents on fire, causing them to take damage over time. Ice attacks freeze your target completely, releasing damaging ice shards when they thaw out. Thunder attacks force your foe to drop anything they're holding from the electricity coursing through them.
You might question Physical as an element, but that's the element used when using swords, axes, all that stuff. Plus, the elemental attacks DON'T have the capability to land crits, so Physical attacks can still compete with the others.
How will ranged fighting be affected? Are we able to make element-infused arrows?
Of course you can make element-infused arrows. The recipe is exactly like the basic arrow recipe, only with the gem you want to use in place of the Flint. However, unlike the original recipe, these only yield two arrows.
Putting these special arrows in your offhand will allow you to shoot them. These arrows break on impact, so when you have these arrows, do NOT miss your chance.
That's cool and all, but where's the armor?
Yeah, I haven't mentioned that, have I? You can make armor with the gems that you mine, and they'll give you resistances to the corresponding element. For example, if you wear a Ruby Armor set, you'll be more resistant to Fire attacks. The sets that grant elemental resistance give 13 armor points (~52% damage reduction), but when faced with physical attacks, they only block damage equivalent to 7 armor points (~28% damage reduction).
The durability of the elemental sets are equivalent to that of the chainmail set.
Won't this make the old combat system obsolete?
Absolutely not! The purpose of this suggestion is NOT to make the old system irrelevant, but to combine the old and new into a system that players will enjoy, granting new possibilities.
So, that's it. There might've been something that I missed, so if I did, let me know. And thanks for reading. Give me your feedback, and I'll change the suggestion accordingly.
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I'm Idelac. I'm a regular on the forum games.
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I'm not sure how I feel about the idea itself, my main concerns are the elemental effects each provide. Ruby is partially redundant due to fire enchantments on weapons. Ice seems okay, but them freezing in place seems easily abused (freeze enemy, surround them by Lava while they are frozen). I could see a general slowness effect, but that makes the Slowness potion redundant. And lightning seems like it would be exceptionally overpowered, as you wouldn't be able to hold anything for very long.
In order to balance this, I feel like there need to be three hidden "element" bars that influence when these effects trigger. Basically the bars start at 0% and each time you get hit they go up X%. Say each hit does 20%, so you would need to hit someone with the Ice weapon 5 times before the effect triggers.
Additionally, the bars could decrease over time. Say at a rate of 2% per second as an example. That means you get rewarded for being able to apply pressure on an enemy, but the enemy gets rewarded by avoiding your attacks.
But I am worried that for normal mobs these would be mostly redundant, since even an Iron Sword can do plenty of damage to enemies without needing additional effects.
All aside I would love to see the idea evolve and want to give props on making a well thought out, well formatted thread. We need more threads like this in Suggestions.
Want some advice on how to thrive in the Suggestions section? Check this handy list of guidelines and tips for posting your ideas and responding to the ideas of others!
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2775557-guidelines-for-the-suggestions-forum