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Idea Another Necro Improvement

Discussion in 'Capture the Flag' started by 19Cameron91, Mar 15, 2017.

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  1. 19Cameron91

    19Cameron91 Well-Known Member

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    What if hitting an enemy with the red stone torch causes them to become the prime target of all of your mobs. They won't go after anyone else, unless you hit another enemy with it.
    What do you think? Is this good, or is it OP?
     
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  2. GalaThundR

    GalaThundR Mcpvp Veteran

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    This was mentioned in WIKI's post regarding the necro rework and it would be a great addition. It would make Necro a very good defense/recovery class with this added and the mob's AI improved.
     
  3. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I like this idea, and it would definitely make sense, the necromancer being able to choose who the mobs swarmed
     
  4. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    One thing that could be an issue is targeting but shouldn't be to much of an issue.
     
  5. Davegdragon01

    Davegdragon01 Active Member

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    great idea only problem i see with it is the mob's ai will still cause them to miss
     
  6. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Another is that this wouldn't be very helpful in team-fights if mobs are only going after one person.

    I think this idea ^^ as it doesn't focus mobs on only one person. Another possibility would be to incorporate both of these ideas and make it where 1) if Necro is attacked (or attacks an enemy) with anything except the beacon mobs will attack all enemies within x blocks of Necro and 2) if Necro hits an enemy with the beacon mobs will attack only that enemy.
     
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    #6 EmperorTrump45, Mar 16, 2017
    Last edited: Mar 16, 2017
  7. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    However it would be helpful for recovery.
     
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  8. Greenfoot5

    Greenfoot5 Member

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    Isn't this just the same AI as a wolf? Would be much easier to code.
     
  9. SoCool21

    SoCool21 Bans Reports & Appeals Admin | McPvPer for Life <3

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    Yeah, this'd help. +1
     
  10. 19Cameron91

    19Cameron91 Well-Known Member

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    I notice a problem I failed to address. How do you stop them from chasing a target? Any ideas?
     
  11. Greenfoot5

    Greenfoot5 Member

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    If you disguised a dog it would tp back at a certain distance. Idk if that's editable.
     
  12. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Several suggestions to deal with this

    Necro mobs only follow enemies within x blocks of the Necro.

    Hitting an enemy with the beacon turns it into a torch and will cause all mobs to target that enemy. Right clicking the torch will cause it to turn back into a beacon. Holding the beacon de-prioritizes the target, as well as all other enemies, and causes all mobs prioritize (return to) the Necro.

    Torch automatically turns back into a beacon if either: all Necro mobs die or the target dies.
     
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  13. 19Cameron91

    19Cameron91 Well-Known Member

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    I'm sorry. I don't understand this.
     
  14. TheZombieKat

    TheZombieKat CTFer since May 2012

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    What if the mobs didn't attack any enemies until the Necro hits someone with the beacon? It would prevent the mobs from wandering around after random targets, and then trying to assemble to go after a single person.
     
  15. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I think it'd be better to increase the egg regeneration rate so that mobs can be more fluid, able to target an enemy or an entire group. For example, a faster egg regen rate would make Necro choosing to despawn all its mobs less punishing. If mobs are all over the place instead of trying to assemble them with the beacon Necro could despawn them and quickly place new mobs wherever necessary. To make this even better I'd like to see Necro zombies spawn with speed I and resistance I so that 1) they don't die as quickly, 2) aren't so slow that a 'targetting' ability is rendered useless, and 3) don't put all the pressure of XP farming on the Necro.

    I mean we have the despawn mechanic so that Necro can reorganize its mobs when they get stuck in water pools, stuck on a staircase/fencepost or lost somewhere. Why not make that process more efficient?
     
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