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Suggestion New Skill: Teleporter Signs

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
Unfortunately I cannot see a way to limit these from becoming world relays.
I love the thought, but unless they can be limited heavily in some way I would say it's just going to make wizard ports unneeded and take away almost all overworld travel.

Suggestion:
If added I would suggest a cost of 500c-1000c per sign with a block range of 100 and a redstone/C/enderpearl cost to use.
 
F

Falker57

Perhaps you have to wait 10 seconds before you tp?
or something
 
Joined
Jan 5, 2013
It could easily be abused and there wouldnt really be a need of graveyards if there are teleport signs right next to them that can TP you to town.
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
Since you can limit the amount of turrets engineers place, I hope you can limit the teleporter that way as well. Perhaps teleporters break after a number of hours? Either one would prevent world walking pvp from being largely affected.

If you can justify in lore giving it to masons instead of engineers I'm listening.
 

kevinlive

Legacy Supporter 2
Joined
Jul 10, 2011
Location
Norway, Vardø
Maybe these could be linked between towns in a kingdom(and not for other uses), creating fast travel between towns in said kingdom.

Other addons to the idea might be:
Only town members of said kingdom may use the teleporters.
...
...
 

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
Maybe these could be linked between towns in a kingdom(and not for other uses), creating fast travel between towns in said kingdom.

Other addons to the idea might be:
Only town members of said kingdom may use the teleporters.
...
...

Would help but since townships are not craftbook groups I don't see this working
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
One thing Professions are for is to make money. Unless you can charge for your teleport ride with a reagent shop somewhere, -1 for adding a cost inhibitor.

I think one teleport total, at a range of no more than 200 blocks, or 2-3 teleports (same range) that break after an hour or two would be balanced. If no time limit, there needs to be a way to make all teleporters break when you switch classes out of engineer.

edit: I know I am an engineer, but looking at who made the suggestion thread, I would say this had a good chance of being implemented, so lets find a way to balance (by limits) the skill. Another idea: Only one teleporter per Engineer that doesn't break over time, but placement has a 24 hour cooldown. No more than 200 range, again.
 
F

Falker57

How about there is a cd once you tp? So you tp then you try to use another teleporter sign and it says "You cannot use this sign for.... seconds"
 

teddytazer

Soulsand
Joined
Jan 12, 2012
Location
Brampton, Ontario
Players would never have to leave non-pvp/town regions just teleport between them. this skill also takes away from Wizard's Port to spawn sales, But really the idea is nice. I have the same problem with herogates, the more people travel the wilderness the higher chance for player to player interaction. Sure most of the time its pvp and not everyone enjoys it but there are friendly encounters as well.
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
Yes, I think we all agree the most important thing about implementing this cool idea is to maintain the status quo for walking around in the world (in turn maintaining world pvp, danger in transporting valuables, and the Port market).

At the end of the day, this will be done by limiting the number of blocks total that each individual engineer can be responsible for. I will call that "individual Engineer total teleport potential" (measured in blocks traveled).

Obviously the issue people see is safe, non-pvp travel. I do not think that a determined town would be incapapble of doing this, but as long as we make it hard enough, no one will. If a town wants a teleport chain to their town (lets assume its at least 1000 out from spawn for arguments sake) they need:

A) five plus engineers minimum (making the max range of each Engineer's total teleport potential ~100-200 would serve well to moderate this)

B) Each engineer would lose all teleports placed when changing profession to anything other than Engineer.

C) Combat tags should prevent using the teleport.

D) the reagent cost should be high enough that engineers Think about were they put teleports, rather than just place them all the time and creating new routes. Nether fence works pretty well to do this for turrets, but would not be high enough here.


So a town with 5 active engineers, exactly 1000 blocks out, has an ok chance at trying it, but if their gold courier gets intercepted, he will be stuck with whoever tagged him as they camped his town's teleporter chain.

There are NO towns with 5 active engineers (plus most towns are farther and would require even more engineers), and the camping potential would greatly reduce the chance that it would be used to avoid pvp. If implemented and we Still see teleport chains, more disincentives would be created.

edit: engineer or mason
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
Keep in mind with out decent limitations this would make lifts completely useless :eek:

Force teleports to be on the same Y, which I thought was already happening. Lifts are only vertical, teleports are only horizontal. Works in my imagination... thoughts?
 

Eldrylars

Legacy Supporter 8
Joined
Apr 28, 2012
Location
Dragon through ...
Force teleports to be on the same Y, which I thought was already happening. Lifts are only vertical, teleports are only horizontal. Works in my imagination... thoughts?

I think a balance would be single port station per player, MASON Profession, No Combat, 200 block range. XY+Z, 500c reagent
 

Dsawemd

Wiki Team
Legacy Supporter 8
Joined
Jun 16, 2011
As far as I am aware, Shops are the only profession skill that costs money to make, and since they make money themselves (thats their ONLY goal), you cannot apply the following logic: Profession skills should make money, never cost money. However, I think this should (and it does) apply to most other skills.

If there is some way to charge people for a teleporter ride, then yeah, include the $$$ reagent. If we insist that a cost reagent must be included to place a teleporter, for lore's sake make it a gold cost (think vanilla Minecraft "lore" similarity: Powered Rail) not a coin cost.

I agree, turrets AND teleporters would be a lot for Engineers this Xmas. I have no problem giving it to masons, as long as we call it "Sideways Lift", or at least something more Mason-y and less Engineer-y than "teleport".
 

Acherous

Staff member
Moderator
Legacy Supporter 9
Joined
Jul 8, 2011
Location
Houston
I think its a great idea. If implemented it should definitely go to masons though. I think that masons are lacking in skills a bit. Maybe make this a masons level 60 skill?
 

Pampita

Legacy Supporter 3
Joined
Jan 30, 2012
Location
Raiding your town.
Class: Engineer
Teleport Range (up for debate: 100-500 blocks)

An engineer will be able to post a sign like below.
_____
[Teleporter]
0:200:0
Spawn

This will enable them to make two signs that will connect each other, but within a reasonable range set by the staff in the config.

What are your thoughts on this new skill?
(Note this is introduced by CraftBook's latest builds)
I think it should be given to Masons and it should cost 100/200c each sign
 

JacobBurkey

Portal
Joined
Jun 26, 2012
I think its a great idea. If implemented it should definitely go to masons though. I think that masons are lacking in skills a bit. Maybe make this a masons level 60 skill?
Was going to say the same thing, mason's are lacking in skills a bit, and it would be nice to have it at 60. If you could also make it so you're limited to have like only 2 sets of teleporters at a time, that could make it so one person couldn't make a huge chain of teleporters from place to place.
 
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