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Sentries

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aaronjnc

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V1 Lord
These are spawnable warriors that will fight for your team. This could be something people donate for or vote for, depends on how OP it ends up being. Every 10 minutes or so the person who has this ability will have an egg spawned in their inventory. The player can then click the ground with this egg and it will spawn a warrior for them. This warrior will stand in that position and kill any enemies who run past, they will be given weapons based on the type of egg you choose. When donating you can choose a couple of things:
1) What type of sentry you want? Things like archer, shieldman, or troll (any class, more expensive the better the class)
2) What level of sentry you want? This will determine what level of the class you chose it, the more you donate the better equipment the sentry gets. The first level is leather and stone, then chainmail and iron, then iron and iron, etc.
3) Movement: If they pay extra they can get a sentry that can walk back in forth in a straight line (to make coding simpler)
They donate for a specific sentry, then that is the one that always spawns in their inventory. These could be used to defend flags or hold barricades. A sentry has a set amount of health so they either die by getting killed by the enemy team or if the person who placed the sentry dies, the sentry dies with them. The sentries kills can also be logged back to you, increasing your score. Here is a basic idea of what it is like:
https://github.com/mcmonkey4eva/Sentinel/blob/master/README.md
To show this idea off if you implement it, make one of the really weak sentries free for a week or have it so people can vote for it. This way they can get a taste for it, and will want to donate for it after it is no longer free.
 
Can't you just make a zombie with armor that spawns or you make it so a flag will spawn a sentry like every 10 min in it's vacinity
 
Only ONE team had warg tamer.
Only few players played warg tamer.
Dogs don't need extra coding, they attacked whoever attacked them or the player/the player attacked.
 
1. Too bugy
2. Too lagy
3. Too OP
4. To hard to code
1. "Bugy"? How? Tim would make his own plugin I guarantee he won't use someone else's, so how would you know?
2. It's not too "lagy" the game is intended to have mob AI and be able to run stably it will only be laggy if there are too many for the server like 20 walking around. If there are just like 4 ot 5 it will be fine. (Remember LMS, yeah well that spawned in a bunch of mobs and was fine, I know these sentries will be more complicated but it's a similar situation)
3. Have you tried fighting an NPC/Zombie? They are easy af, they are only seriously powerful in numbers or if you are distracted, which is not always the case.
4. You used "too" properly for all your list but you just stopped on the last one. But, you are correct. It is indeed:

too hard to code


final thoughts? I think this suggestion is cool but does not fit the server. Maybe in a different gamemode but siege is supposed to be a big game, I know our playerbase is small but old EW is what siege is supposed to be. If I am correct, we are trying to grow our server, for example the old maps back, adding this brings the server in an odd direction.
 
[quote user_id="14628767" avatar="https://cravatar.eu/helmavatar/assassiniv/74.png" name="assassiniv"]1. Too bugy
2. Too lagy
3. Too OP
4. To hard to code
1. "Bugy"? How? Tim would make his own plugin I guarantee he won't use someone else's, so how would you know?
2. It's not too "lagy" the game is intended to have mob AI and be able to run stably it will only be laggy if there are too many for the server like 20 walking around. If there are just like 4 ot 5 it will be fine. (Remember LMS, yeah well that spawned in a bunch of mobs and was fine, I know these sentries will be more complicated but it's a similar situation)
3. Have you tried fighting an NPC/Zombie? They are easy af, they are only seriously powerful in numbers or if you are distracted, which is not always the case.
4. You used "too" properly for all your list but you just stopped on the last one. But, you are correct. It is indeed:

too hard to code


final thoughts? I think this suggestion is cool but does not fit the server. Maybe in a different gamemode but siege is supposed to be a big game, I know our playerbase is small but old EW is what siege is supposed to be. If I am correct, we are trying to grow our server, for example the old maps back, adding this brings the server in an odd direction.[/quote]
1. There is high chance that the mobs will ignore the other team and only attack those who attacked them forst or attack their own team.
2. the server is lagging as hell when there are more then 6 players, so now you want each player to have his won lag machine?
3. aaron wrote "1) What type of sentry you want? Things like archer, shieldman, or troll". more bow spamers that dont even need to restock and can see you when you sneak? Sounds good. shieldman wall to protect the bow spamers from mele attack and other archers? Best idea yet.
Also, you forget the fact that each NPC have its own player that only use him as suppot/cover.
It wont help the attackers eather, they cant claim ledders, can easly push over edges (mods take more KB then players) or just get laggy/buggy and not follow the attacker team that always try to push forword and always get bow spamed.
4. fck you grammer cop
 
@5039542This could be something people donate for or vote for said:
Should just be immovable arrow shooting turrets available for Dwarven engineer and potential support classes in the future.
 
Actually if it was only mele thing so we can simply created an invisible dog that  have a mob (zombie with armor) that follow/teleport to him.
(Give the dog extra damage and make sure that when the mob die so does the dog
 
Actually if it was only mele thing so we can simply created an invisible dog that  have a mob (zombie with armor) that follow/teleport to him.
(Give the dog extra damage and make sure that when the mob die so does the dog
I think it would be easier to just assign a zombie or zombie pigman to a team. It would probably be less buggy, and a problem with the dog idea is that it won't take knockback when you hit the zombie.
 
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