[Suggestion][Mob]Various mob/item suggestions Pt 2.

Discussion in 'Suggestion Box Archives' started by charlie_boi, Jan 18, 2017.

  1. This thread is solely for the purpose of feedback for mobs that I've come up with and have already submitted a suggestion form for. (And so I don't spam the forum with individual threads)

    The videos are how I imagine these would function. They're also taken on my personal test server, the environment there is a lot different than it is on EMC. Please also understand that I have used pre-existing server plugin to create the test mobs as it is much faster than making them from the ground up. The purpose of the test mobs isn't to hand a working mob over to the devs, it's just to show people a tangible mob instead of just reading a giant wall of text about one like you're doing right now. ;)

    Constructive feedback/criticism only please! (Don't say it's terrible without giving a reason)

    EDIT: I've put things into categories below to make it easier to understand/look at specific things.
  2. Normal Mobs

    These are all what I would consider "normal" monsters, they don't have fancy abilities, they have mostly normal drops, they aren't overly powerful. They exist to give the world a more immersive, realistic feel by adding mob varieties and new species/sub-species.

    First Set - Honeybee, Queen bee, Ore Munchers, Crawlers, Lost Miner





    Honeybee/Queen Bee:

    The Honeybee's and Queen Bee are neutral mobs, they will aimlessly fly around until provoked
    at which point any bee's in the immediate area will become hostile as well.
    The Honeybee is the smaller of the two, the queen bee is the larger.

    Environment:
    • Honeybee's and Queen Bee's can spawn in any biome that generates flowers
    Abilities:

    • Sting: A hostile bee will sting anyone who comes within melee range of it
    Drops:

    • Honey - Dropped by both variants, queen bee's drop it more frequently.
    • Royal Jelly - Dropped by Queen Bee's
    • Flowers - Both variants can drop whatever types of flowers grow in the biome they spawned in
    Notes:

    • This mob was created with vanilla mechanics - An invisible, invincible bat is spawned with an invisible baby pig zombie(regular pig zombie for the queen bee) riding it. The pig zombie is equipped with a player head using a bee skin.
    -------------------------------------------------
    Ore Munchers:
    Ore Munchers are a sub-species of Silverfish, instead of inhabiting stone they choose to burrow into ores to eat them from the inside out. Hostile by nature but rather weak, they are only seen if one of their homes is broken. When killed they often drop ores of the same type they were found in.
    Environment:

    • Ore Munchers can be found anywhere that there are ores.
    • Breaking an ore of any kind has a chance of spawning an Ore Muncher of that type in addition to the normal drops of the block.
    Drops:

    • Minerals/Ore according to the type of ore block the mob was spawned from(If it spawns from mining an emerald block the Ore Muncher will drop a few emeralds, and maybe rarely an emerald block
    • Smooth stone
    Notes:

    • This mob would need to be able to be disabled through your player settings(I can imagine them being rather annoying for new players)
    -------------------------------------------------

    Muck/Snow/Sand Crawlers:
    Yet another sub-species of Silverfish, crawlers prefer to live life on the surface, slowly moving across dirt, snow, and sand collecting nutrients from them. Hostile by nature, albeit cowardly, they will attempt to bite anyone that comes near them. Their bites have been known to have adverse effects depending on the type of Crawler.
    Environment:

    • There are 3 known types of Crawlers at the moment.
      • Muck Crawlers - They spawn in Swampland and Mushroom Island biomes.
      • Snow Crawlers - They can spawn in any cold, snowy biome.
      • Sand Crawlers - They can spawn in any hot biome as well as beaches.
    Abilities:

    • Bug Bite - The Crawler will bite you, this attack has a chance of causing an additional effect
      • Muck Crawlers can poison, Snow Crawlers can slow you, and Sand Crawlers can blind you.
    • Burrow - (Not shown in video) When the Crawlers hitpoints drop below half they have a chance of burrowing away a short distance(teleporting)
    Drops:

    • Muck Crawlers - Clay(Swamplands), Mycelium(Mushroom)
    • Snow Crawlers - Snow
    • Sand Crawlers - Sand
    • Each Crawler can also drop coal uncommonly and iron ore rarely
    -------------------------------------------------
    Lost Miner:
    Lost Miners are members of EMC who went out into the waste never to be heard from again. Barely surviving for so long they are hostile towards anyone they come across in hopes of gaining their supplies. There are many different kinds of Lost Miners, you can tell what type you are dealing with by what type of pickaxe they are using and the type of ore they are holding.
    Environment:

    • Any caves/underground area
    • The type of Lost Miner that spawns is determined by the Y-height it spawned at. Lost Miners closer to the surface will spawn in with stone pickaxes and more common ores while Miners further down will spawn with iron or diamond pickaxes and have harder to obtain things like emeralds or obsidian.
    Drops:

    • They can sometimes drop a randomly enchanted pickaxe of the same quality as that they are holding.
    • They will drop ore/minerals of the same type as that they are holding.
    • They can drop various random supplies such as chests, sticks, torches, random food


    Second set - Ram, Bull, Rooster, Wild Boar

    Aggressive Passive Mobs:
    • More of a creature meant for ambiance, these have no special drops except for a slightly increased exp yield. These are the animals you know and love but with a little twist, they're out to get revenge on you for killing so many of their kind!
    • They each have 3x the hitpoints as their normal counterparts(Still dies within a couple of hits)And depending on the mob can do between 3-8 damage(1 1/2 - 4 hearts of damage to someone with no armor)
    Notes:
    • The Rams "horns" were made by equipping the pigman with a pair of iron boots.(Although it occurred to me after the fact that black dyed boots would probably work better.)
    • They are made aggressive by mounting them with an invisible, angry, pigman. This is a simple vanilla mechanic that can be used with any passive creature. I also removed the pigmens sound effects.
    • This could be adapted to any passive mob except squids. Mobs are automatically dismounted when they go underwater, I couldn't find a way around that.
  3. [Reserved] Normal Mobs page 2
  4. Bosses/Mini-Bosses

    Spectral Conjurer



    Once an ordinary pigman, when a powerful wizard challenged the forces of the nether this pigman was one of the few survivors when the nether armies finally prevailed. Looting the wizards corpse he took his magical robes and spellbook and gained unfathomable arcane knowledge. He set out to explore other realms and eventually settled in the overworld where he likes to cause mischief.

    The Spectral Conjurer is a stationary mob, he prefers to let his summons to the fighting for him.
    This doesn't mean he's defenseless himself though, he can concentrate spectral energy into a damaging burst against anyone who dares oppose him. He will also strike you with his staff if you get too close.

    Spectral Conjurer Stats: *Note* These are for my testing environment, they would be much different if this were on EMC.
    • Hitpoints - 150
    • Melee Damage - 3
    • Spectral Surge Damage - 4
    • Resistances/Weaknesses - Melee(25% Resistant), Bow(25% Resistant), Magic(Splash/lingering potions of health & tipped arrows(75% Resistant)), Knockback resistance(100%, knockback enchantments still work), immune to all other sources of damage.
    Spectral Conjurer Abilities:
    • Summon Weapons:
      • The Spectral Conjurer will summon various Spectral Weapons from another realm.
      • This starts off with him just summoning Spectral Swords, as his hitpoints diminish he will also summon Spectral Axes and Spectral Scythes.
      • Spectral Healers have a 33% chance of being summoned during any conjuring attempt.
      • The Spectral Weapons all move at a very slow pace. This is so they don't completely overwhelm the player.(Even at a slow pace they will catch up to you because of their numbers.)
    • Spectral Surge:
      • The Spectral Conjurer will focus his powers on the player causing a small burst of energy to deal damage.
    ----------------------------------------

    Spectral Weapons Stats:
    • Hitpoints
      • Sword - 10
      • Axe - 12
      • Scythe - 15
      • Healer - 20
    • Melee Damage
      • Sword - 8
      • Axe - 10
      • Scythe - 12
    • Resistances/Weaknesses
      • Sword/Axe/Scythe - 60% Resistance to Melee & Bow, 25% Weakness to Magic, 50% Resistance to Knockback, Immune to all other damage types.
      • Healer - 5% Weakness to Melee, Bow & Magic, 50% Resistance to Knockback, Immune to all other damage types.
    Spectral Weapons Abilities:

    • Cursed Slash:
      • If the Spectral Weapon makes melee contact with you it will disappear back to it's realm in a purple flash taking some of your hitpoints with it.
      • This attack has a chance of cursing you with a negative potion effect depending on the weapon that hit you.
    • Spectral Healing:
      • The Spectral Healer will heal the Conjurer for 5 hitpoints every few seconds.
      • This can quickly heal the Conjurer if you allow multiple Healers to remain alive.
      • When you kill a Healer it may send a surge of spectral energy out, forcing any Spectral Weapons to return to their realm.
    ----------------------------------------

    Drops:
    Aside from his Spectral items below, the Spectral Conjurer has collected a lot of junk.. erm, rare items over the years.

    • Enchanted Books
    • Spectral Arrows
    • Spectral Potions


      • The spectral potions give Absorption II(30s), Weakness III(15s), Nausea II(10s)


      • They're meant to be used while trying to run away from a threat
    • Gold Ingots/Blocks on high difficulty
    • Large quantites of zombie flesh
    • An ordinary gold sword - he kept it as a reminder of his previous life.
    • Diamonds
    • Emeralds
    • Dragon Stone Fragments
    • Tokens
    • Spectral Armor/Items
      • Full Set Stats:
        • +10% Speed
        • +30% Knockback resistance
        • +2 Armor(1 armor rating - This is a bonus stat, it does not show up when the item is equipped but it is there and it functions normally)
        • +2 Damage(1 heart)








    The Butcher:

    The Butcher is a Vindicator mob who wields the Headchopper Axe(can be viewed at the end of the video) and carries a Totem of Undying. He can summon Vengeful Spirits to aid him and also to heal him. Upon dying his totem will activate and restore him to 50% of his health.(This is a vanilla mechanic for mobs. However, I changed his totem to restore 50% of his hitpoints instead of restoring him to 1/2 heart.)



    Abilities:
    • Summon Spirit:
      • The Butcher will summon Vengeful Spirits to assist him in butchering you.
      • He starts off summoning a single spirit occasionally, as his hitpoints diminish he will start summoning 2 or even 3 spirits at a time.
    • Spirit Absorption:
      • The Butcher will absorb the life force of any Vengeful Spirits that come near him, reducing their hitpoints while increasing his own.
    • Spirit Pull:
      • The Butcher will occasionally pull all of his summoned spirits to him, usually resulting in a substantial amount of hitpoints being recovered.
    • Totem Revival:
      • Upon taking a fatal hit The Butcher's Totem of Undying will be consumed and he will recover 50% of his hitpoints
    Vengeful Spirit Abilities:
    • Spirit Bond:
      • Rarely the Vengeful Spirit will charge you and die upon contact. The remainder of it's hitpoints will be dealt as armor-piercing damage.
    Notes:

    • The Butcher is immune to all damage types except - Fire(95% resistant), Thorns Enchantment(50% Resistant), Arrows(50% resistant), Melee(no resistance), Potion of Harming/tipped arrow(80% resistant)
    • Vengeful Spirits have no immunities, but have 50% resistance to melee attacks and arrows.
    • The Vengeful Spirits have very low hitpoints, this is to prevent there from being too many at a time and also to prevent The Butcher from healing himself too rapidly.
  5. [Reserved]Bosses/Mini-Bosses page 2
  6. Promotional/Event Mobs

    Valentines Day Mob/Promo suggestion - Hathor:



    Hathor is the Egyptian Goddess of the sky, love, beauty and music. Often depicted as a cow, much like the one you see before her. She graces the mortal plane with her presence once a year to spread her.. love. Able to summon smaller versions of herself and to make all who come in contact with her fall madly in love she is a force to be reckoned with.

    Hathor Abilities:
    • Summon Cows of Love:
      • Hathor is able to summon Cows of Love to help her in spreading her love throughout EMC. The Cows of Love are rather weak, but you will quickly become swarmed if you don't deal with them.
    • Weak In the Knees:
      • Coming into contact with a Goddess of Love can have some unwanted side-effects.
      • You'll find yourself randomly under the influence of any number of the following conditions when you are struck by Hathor: Slowness, Weakness, Blindness, Confusion, and your ability to jump removed. All of the classic conditions of love?
    • Hearts Explosion:
      • Hathor just loves you so much that the concentration of love explodes in a flurry of hearts dealing minor armor-piercing damage.
    Hathor Drops:

    • the Wings of Hathor:
    Notes:
    • Before anyone asks the cow was made hostile by mounting an invisible, angry, pigman on it. This is a vanilla feature.