24 Jan 2012

Minecraft: Armament Renaissance

Good news, everyone! I have devised another mod that I shall develop alongside APS (though APS will still be my primary mod and as such will by the main focus of my efforts, so don't worry)

This mod is called Minecraft: Armament Renaissance and will include a range of firearms from the ages for use within Minecraft.

Now, I know what you might be thinking, have I not heard of SDK's Gun Mod? Of course I have, but to me it seems a little too 'OMG! GUNZ IN MIENCRAFT! ITS JUST LIEK COD!', no offense SDK. So I have created M:AR to do a similar job, but in a way which is much more in keeping with the Minecraft style.

Here is what I have designed so far (copy-pasted from the text file design document):

Minecraft: Armament Renaissance


Powder Shot:
4 from 1 gunpowder

Musket Ball:
16 from 1 iron ingot

8 from 1 iron ingot

Cannon Ball:
2 from 1 iron ingot

1 iron ingot

Incendiary Shell:
2 from 1 iron ingot & 1 netherrack

Kinetic Shell:
2 from 1 iron ingot & 1 obsidian

Explosive Shell:
2 from 1 iron ingot & 2 gunpowder

1 Powder shot & 1 Bullet

Small Rocket Motor:
4 from 1 gunpowder & 4 paper OR 1 from 1 Powder Shot & 1 paper

Large Rocket Motor:
3 gunpowder & 6 iron ingots

Singijeon (aka, rocket-propelled arrow used with the Hwacha):
1 Small Rocket Motor & 1 arrow

1 Large Rocket Motor & 1 Shell (any type, determining the type of the missile)

Handheld Weapons::

uses 1 Powder Shot & 1 Musket Ball
1 shot before reloading
Cheap to make
Long reload (5-10 seconds)
Relatively high damage
Lots of smoke?

Bolt-action Rifle:
uses 1 Cartridge
5 shots before reloading
moderately expensive to make
Short round change (i.e. pull bolt), Long reload (i.e. put in more cartridges)
High damage

Semi-automatic Rifle:
uses 1 Cartridge
10 shots before reloading
expensive to make, liable to jam
Medium reload
High damage

Mounted Weapons::

uses 1 gunpowder & 1 Cannon Ball
1 shot before reloading
Expensive to make
Very long reload (10-15 seconds)
Very high damage, with splash (i.e. explosion)

Field Gun:
uses 2 gunpowder & 1 Shell (any type)
1 shot before reloading
Very expensive to make
Mid-long reload (7.5-10 seconds)
Damage depending on shell;
Normal - Very high damage, small splash
Incendiary - High damage, small splash, large fire splash
Kinetic - Very, very high damage, almost no splash, can penetrate several blocks (only round that can pass through obsidian, though can then go no further)
Explosive - high damage, large splash

uses up to 256 Singijeon (i.e. 4 stacks) & 1 gunpowder per stack of Singijeon
1 salvo of Singijeon before reloading (all loaded Singijeon are fired in quick succession using a small, random delay between each)
Cheap to make
Mind-numbingly long reload
Low damage per Singijeon, but High combined damage

Missile Launcher:
uses 1 Missle (any type)
1 shot before reloading
Very, very expensive to make
Long reload (5-10 seconds)
Same damage as Field Gun, but longer range & a more ballistic trajectory (for firing over walls and such)


Handheld Weapons:
Using the weapon (i.e. right-clicking) fires, reloads or (in the case of the bolt-action) chambers the next round.
Ammunition is held in the wielder's inventory, the weapon itself will only hold up to 1 reload's-worth (i.e. 1 round for musket, 5 for bolt-action, 10 for semi-auto)

Mounted Weapons:
Must be placed as a block in the world
Aiming controlled using yaw & pitch sliders (perhaps add a new compass to aid in aiming)
Indicator of approximate range (range being subject to slight variation) to allow for better aiming
Ammunition loaded into slots in the GUI (1 shot/salvo at a time, e.g. the Cannon's slots would only hold 1 gunpowder and 1 Cannon Ball)
Fired using redstone? Or a GUI Button?
Buildcraft compatibility? (e.g. rounds can be loaded using pipes)

As you can see, the closest I have gotten to an FPS gun port is the different shell types, though I think that would be useful for proper multiplayer warfare, as the shells could be changed to follow different strategies or tactics.
This also means M:AR will likely be my practice mod before making APS multiplayer, as this will be a lot simpler to implement in SMP than APS which will requite syncing all sorts of stuff relating to power and crap.

Any and all comments are welcome. Unless of course you are a CoD freak asking for a desert eagle or AK47 or some such nonsense.


Anonymous said...

maybe a other kind of Singijeon with a little explosiv arrowhead with a time fuze

dAkshEN3 said...

Perhaps, but that might cause a few problems, what with up to 256 of them flying through the air at once.

Forecaster said...

Sounds interesting.

I would probably prefer if the stationary weapons were fired with redstone so you can watch without having to hurry out of the gui.

dAkshEN3 said...

Then you're in luck, that's what I was planning anyway. Though you'd have to load them manually, you can then fire a bunch of them simultaneously with redstone.

Forecaster said...

Make sure to enable loading them with buildcraft pipes!

Logistic pipes supply pipe could possibly be very useful in this!

dAkshEN3 said...

The way it will work is that each mounted weapon will be able to hold a load of ammunition, but you'll have to open the GUI and press a 'Load' button to actually load the weapon with one set of ammunition. Then you can fire them with either a 'Fire' button on the GUI or with redstone. This means that in multiplayer it will require several people to set up a volley of fire or to man defenses and in singleplayer, well, you probably won't need THAT many guns against the creepers.

Forecaster said...

Sounds interesting.

I would assume that the cannons would have special ammunition that it would fire.

But maybe there could be a cannon that can take any block as ammunition and fire it, although with decreased effectivity or accuracy compared to proper ammunition.

It would be good for those moments where you run out of ammo and have to defend yourself somehow. :P