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  1. Beau_Nearh

    Suggestion [Township] Turret suggestion/ revamp

    Well my thought would be to try and push raid's to being more organised. As it is, it doesn't take much for a party of 5 to charge into a base without a thought
  2. Beau_Nearh

    Suggestion [Township] Turret suggestion/ revamp

    Saying that, would you be able to give turrets health much like the ender dragon? Maybe we cold have it so each turret has an ender crystal floating above and it can withstand x amount of damage before being disabled for y amount of time
  3. Beau_Nearh

    Suggestion [Township] Turret suggestion/ revamp

    Yeah, that's my whole point. I want to give well set up towns the feel of "fort knox" and force players to actually plan a raid rather than just showing up swinging. Plus if I was hit with those effects I would do a runner unless im with a big raiding clan :')
  4. Beau_Nearh

    Suggestion [Township] Turret suggestion/ revamp

    Oh. I didn't realise (or even think) about player location checks. Well, that's a nail in the coffin but mobs spawning would be quite cool. Would you have it as just standard mobs spawn or will they have skills/ special abilities? Also, will those mobs ever turn on region members?
  5. Beau_Nearh

    Suggestion [Township] Turret suggestion/ revamp

    Right, before you start reading the post id like to say a few things. For starters this post is going to be huge, because of this please only give feedback if you have read it fully. If I am unclear within certain parts, please point it out so I can answer your question as well as edit the...
  6. Beau_Nearh

    Suggestion [Township] New Townships Code for Discussion

    Sounds amazing! I was thinking about introducing a power grid system into the use of turrets. I'm going to make a new thread explaining it all now, I should have covered most points I'm trying to get across excluding damage values as that's dependant on balance.
  7. Beau_Nearh

    Suggestion [Township] New Townships Code for Discussion

    Oh okay, just wondering will you be leaning to the specific biomes for specific classes again? Eg; woodcutter in jungle, miner in extreme hills ect? Also, I'm currently making a draft of what depth turrets can be taken too (it's a huge document so far, wouldn't surprise me if it went past 1000...
  8. Beau_Nearh

    Suggestion [Township] New Townships Code for Discussion

    I think we've had a mis-understanding then judging from you're reply! I thought you was leaning more to "towns must look like towns, these types of buildings should look like this. If the build style doesn't meet this, they shouldn't be able to create a town" ect ect. But yes, hero strong hold...
  9. Beau_Nearh

    Suggestion [Township] New Townships Code for Discussion

    Regarding that certain structures will be automatically spawned once the material requirement is met is a very bad idea in my opinion. Taking away the creativity of players will cause very generic towns being formed throughout the server. And I personally don't want to see the same pre-made...
  10. Beau_Nearh

    Suggestion [Township] New Townships Code for Discussion

    If you want to cut out all the reading, skip to the last paragraph that is underlined. It should cover the basics, but I do recommend reading it all (it's a pain I know). My only problem with this while suggestion is that if you were to implement this, it would kinda force the players to...
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