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bilbobuddy

Moving mobs underground proposition.

2 posts in this topic

Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): 
Answering "no" to the above question will result in your post being deleted.

 

Yepperdiddlydoodles

I know that the idea of moving fantasy mobs underground has been floating around for a while, and this is my proposal of specifically how to do this:

    

     Hostile mobs do not spawn on grass, the only mobs the do are passive mobs, wolves, bears and mammoths if they are added :D .  The fantasy mobs might end up venturing out onto the surface, but only spawn in caves and other underground areas.

 

 

     During the daytime, wolves are neutral, as are bears (and I was thinking mammoths but that's a different suggestion), but during the nighttime wolves would become hostile and try to hunt the player. This would be the primary source of combat in the early game. The wolves would be fast and I assume would follow the pack mentality, so the stone age player's only real defense against a group of wolves would be to run away, maybe being able to take on one or two by themselves. As the player builds a house to protect against wolves and gets copper and later bronze weapons and armor the wolves would only really be a threat when traveling light/exploring.

 

     Now, the largest threat to the player would not be from the surface, as when the player goes underground to mine in caves or in their own mineshafts, monsters would spawn. The mobs would get more difficult as the player delved deeper into the world, with only zombies spawning in the topmost stone layer (of course mobs would walk around underground and might well end up on the surface) zombies and skeletons (aka spoopers) on the middle stone layer, and wither spoopers, normal spoopers, and zombies on the bottom most layer. Endermen would teleport around lots and mess around with the layer system (I would be fine with removing them) so I guess it is up to the devs on what happens to them. 

 

     To balance this, skeletons would do more damage and have more health, as well as shoot farther and faster (and more accurately if possible), and wither skeletons would also have much more health and do more damage, and would also apply the wither affect (though this would have to be balanced to the tfc health system). I would want wither skeletons to be very difficult to deal with, and fighting a single one to be a carefully calculated decision, even with mid-end game gear.

 

    Why all of this you ask? Because the deeper you go, the better the drops from the mobs would be. Zombies could drop the odd damaged copper or bronze tool or ingot (because this is what you are likely fighting them with, if not stone), skeletons could drop wrought iron tools or ingots, and wither skeletons could drop pig iron, steel, or even, if you are lucky, Blue/red steel.  Fighting a mob that is out of your league (skeletons while using copper bronze, wither skeletons while using bronze iron etc) should be both difficult and rewarding, with a high drop rate to make risking your life in the caves (to get some high quality tools, weapons and armor,) instead of exploring, a fun alternative to exploring for ore (not to say exploring is bad), while ALSO being more than just farming mobs for their drops. Clearing out the mobs to continue mining would also be a difficult task, which might add a little more of a combat focus to tfc

 

   This next part of mostly me going on a tangent for end/late game stuff: 

   

    Soulsand could be made using rotten food and bones (or whatever works really idk about the recipe), and wither heads could drop just like in vanilla, and a wither boss could be created and beaten perhaps with a little more difficulty than vanilla. However, the nether star could be used to create an enchantment table (along with gems, maybe using chiseled stone, High quality gems like exquisite or something, and the nether star) and using your exp you could enchant your tools, weapons, and armor. This would be a great mechanic for multiplayer, and since only high level players/ groups would be able to do this, it would give another component in a competitive server.

Edited by bilbobuddy
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Dunk is no longer a developer of TFC, and the whole plan for moving mobs underground was to wait until we had replacements for them on the surface. Since Dunk was the dev that handled adding new mobs, this probably won't be implemented.

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