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Mod Design Brainstorm [RPG harvesting]

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Desolation:


--- Quote from: rkynick on January 30, 2011, 12:18:47 PM ---One idea that comes to mind would be to make it so that settling has large advantages, but also requires a large investment. Settlements can occasionally be accosted by brick-damaging monsters, and if they destroy your original settlement brick (whatever that may be) or other valuables you've placed, you lose that investment and those advantages until you can afford to re-settle. From there, every settlement brick / other important bricks must be X distance from eachother, which forces a more spread out town rather than everything clumped together in a room that has huge thick walls. Suddenly building towns becomes viable and important. Its true that they could just surround the settlement brick with 1xXx5 bricks, but it wouldn't be easy to protect that; a series of walls around the township not only gives you something to defend from but slows down the monsters and makes them less condensed. If they all surrounded a settlement brick encased in x5 bricks, the structure would collapse quickly.

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I've been working on a system like this for my script, it allows the "King" to purchase land and build a Village Claim that spawns a trigger depending on the initial investment, the king from then on may build Village Flags/Statues which allow for the further expansion of the village. All bricks within the Village may be deleted by the King but being part of a village offers the aspects of Safety, Efficiency, and Trade. I've also planned out an AI Attack/Wave system but I've yet to code it.

Doomonkey:

More about resources.

The whole wood thing pisses me off. Willow wood is magically better than oak, willow takes 5 years longer to cut down. In reality, there can be a large variety of trees, but they should only be split into two types, hardwood and softwood. Neither of these should be more "valuable" or "rare" than the other. Deciding which one to get should just depend on the current demand.

I can understand different ores with different difficulties, but the whole tree thing is pretty dumb.

Doomonkey:

Mining:

Like I said, some ores are harder than others, but when mining, the main difference should be the rarity of the ores. I just thought of a neat way to take some of the grinding out of mining. It would work somewhat like the trench mod, you mine out some rock, and get a bunch of rubble. Here comes the twist, you place the rubble on the ground, and search through it using a different tool. The more you search through a piece, the more likely you are to find ore.

The more time you spend, the more resources you get. Also, the finding of the ores could be made into a fun little game. Pan the gold without spilling any.

rkynick:


--- Quote from: Doomonkey on January 30, 2011, 12:45:13 PM ---The more time you spend, the more resources you get. Also, the finding of the ores could be made into a fun little game. Pan the gold without spilling any.

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This gives me an idea:
Something like bejeweled for mining.

M:


--- Quote from: rkynick on January 30, 2011, 12:58:17 PM ---This gives me an idea:
Something like bejeweled for mining.

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The more of one type of ore you remove, the better your weight towards that type of ore is, and the higher your score when time runs out, the better your chance of getting anything at all?

So you score like, 27 lines in the 30 seconds you get. That gives you like a 90% chance to get ore and the type depends on what types you removed the most of.
Scoring above 30 lines would start giving you a chance to find gems as well as ore.
So I'd get my mum to mine for me and become a billionaire.

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