A Small Combat Change


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  • #1743
    A Small


    Combat Overhaul


    <p style=”margin-bottom: 0in;”>The Problem</p>
    <p style=”margin-bottom: 0in;”>Combat in Minecraft has always been kind of meh. There’s no weight to any attacks and no variety in the best endgame equipment. For my last suggestion here, i’d like to change that.</p>
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    <p style=”margin-bottom: 0in;”>The Solution</p>
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    <p style=”margin-bottom: 0in;”>Weapons</p>
    <p style=”margin-bottom: 0in;”>Mojang’s decision to add a cooldown to attack’s has been, controversial, to say the least. While I personally didn’t mind the change, I didn’t find it to improve anything either. Combat still feels as unsatisfying as ever, and the cooldown was so artificial. I want to change this by instead giving a swing to weapons, using actual immersive visual feedback instead of a meter. It would be like the sweep attack for swords, but apply to axes and tools as well. In addition, as long as your weapon hits your target, you’ll do damage, instead of requiring your cursor to be over the enemy’s inconsistent hit box. Only the sword can hit multiple enemies per swing.</p>
    <p style=”margin-bottom: 0in;”>The current attack meter will be removed in favor of being able to perform two types of swings: a light swing and a charged swing. The light swing is done by tapping the attack button, and is as fast and does as much damage as a current attack at half charge. The charged swing is slow and performed by holding the attack button for half a second before swinging. This takes as much time as the current system, but feels more natural.</p>
    <p style=”margin-bottom: 0in;”>If your swing hits a block but no mobs, or hits a shielded player or mob, your swing will appear interrupted, though it will still do reduced damage.</p>
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    <p style=”margin-bottom: 0in;”>Armor</p>
    <p style=”margin-bottom: 0in;”>Let me say something I’ve said multiple times before: no one is going to go through all the effort to get leather armor and wear it over iron or diamond armor. I propose that, to fix this, armor gives bonuses to stats.</p>
    <p style=”margin-bottom: 0in;”>Leather armor is light and increases movement speed (a whole set is equivalent to a speed II potion)</p>
    <p style=”margin-bottom: 0in;”>Chain armor increases mining speed</p>
    <p style=”margin-bottom: 0in;”>Gold armor has high enchantability and reduces hunger rate</p>
    <p style=”margin-bottom: 0in;”>Iron armor has a chance to avoid taking damage (an inherent Unbreaking I effect)</p>
    <p style=”margin-bottom: 0in;”>Diamond armor grants toughness like it already does</p>
    <p style=”margin-bottom: 0in;”>This means all armor sets are useful, depending on the play style and situation.</p>
    <p style=”margin-bottom: 0in;”>Armor can also provide set bonuses:</p>
    <p style=”margin-bottom: 0in;”>Leather reduces the duration of all negative potion effects by 50%</p>
    <p style=”margin-bottom: 0in;”>Chain provides a 20% chance of tools and weapons being treated like they have an additional level of Fortune/Looting</p>
    <p style=”margin-bottom: 0in;”>Gold provides a 5% chance of avoiding damage from any attack and reflecting it to the attacker. If health is greater than 1, grants a 50% chance of avoiding lethal damage, instead reducing health to 1</p>
    <p style=”margin-bottom: 0in;”>Iron armor lasts 50% longer when worn as a complete set, and improves durability of pickaxes, shields, and swords.</p>
    <p style=”margin-bottom: 0in;”>Diamond armor improves health regen.</p>
    <p style=”margin-bottom: 0in;”>Sets are determined by a tag on armor, so map makers can disable these sets or create custom sets using a json file bundled with the map. Set bonuses can use attribute modifiers or any existing potion effect or ingredient in the game.</p>

    <p style=”margin-bottom: 0in;”>Conclusion</p>
    <p style=”margin-bottom: 0in;”>While these aren’t very complex changes, they are hopefully enough to make combat more varied without changing it too much. If these changes were implemented, I hope to see more strategy in PVP and PVE.</p>

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