Board Thread:Fun and Games/@comment-26453572-20160213172120/@comment-26863727-20160214163254

Codebreaker 2100 wrote: Aramirtheranger wrote: Okay, a few other things that would be useful/cool.

1. CustomNPCs. Many of us have more than one faction, and can't be in two places at once. Besides, making our characters custom NPCs you can talk to and maybe receive quests from  would be awesome. Regular mobs could just be coded in... right? You computer guys are good enough to do that?

2. Keepinventory.

3. Some sort of thing where you have several skills(heavy armor, light armor, blades, polearms, throwing, bows/crossbows, axes, hammers) and as you level those skills you can select perks in exchange for experience points to increase your abilities. A great idea to make things interesting would be to make weapons block well enough that it actually helps. One of the "master" level melee weapon skills you have to make a choice between could make your block near impenetrable while not moving when using a sword and to a lesser extent with daggers. This way, the longer reaching weapons would still have the advantage of an okay guard but having superior reach. The greatest perks of those weapons in real life is to have to get past the point of that guy's spear and inside his guard in order to attack him. I'm not sure if this would even be possible to code. 1. Yes, I can do that.

2. Yes.

3. MineFantasy mod. It adds realistic smithing and leather tanning, as well as dragon mobs, new crafting tables and forges, and skills + armor weight. We will need to make a submod for MineFantasy so that armors from Middle-Earth register as the proper weights. If it's metal, it's heavy armor. If it's made of dead animals(except for bone armor) or Elven, it's light armor. If it's mithril, it's heavy armor(diamond level protection AND fast movement speed? OP!). Combination material armors like Dovahzul Armor depend on what it's made with. Dovahzul Armor should be light armor, probably.