Board Thread:Suggestions forum/@comment-32013442-20170619105246

I apologize in advance for what may appear to be the self-aggrandizement of this thread's title. XD

I wanted to put together a collection of idea's about the new enchanting system I have come across either on the wiki or in [[Link title]]conversation with other players. I have also drawn from several source threads with which I have found myself in agreement. http://lotrminecraftmod.wikia.com/wiki/Thread:316770

http://lotrminecraftmod.wikia.com/wiki/Thread:187405

http://lotrminecraftmod.wikia.com/wiki/Thread:186529#19

http://lotrminecraftmod.wikia.com/wiki/User_blog:LOTRMod/On_the_Removal_of_Diamonds

Just for clarity, I understand this isn't entirely original, but I wanted to put all these idea's in one place for ease of access and reading. Please read through the first post on each thread and enough of Mevan's blog before you continue.

Back already? Awesome! Let us begin.

As you can deduce from these thread links, my suggestion for the new enchantment system includes:

1: An alignment based faction crafting system.

2: A smithy system for creating/repairing enhanced equipment.

However, my suggestion does NOT involve the use of collecting xp orbs. Put that idea back in the character enchantment system suggested by http://lotrminecraftmod.wikia.com/wiki/Thread:187405

I will discuss the smithy system first. I agree with the use of specific blocks in-game for forging equipment with enhanced abilities, like a precoded collection of a crafting table and an anvil positioned next too each other. @@ like so. http://lotrminecraftmod.wikia.com/wiki/Thread:186529#19 Crafting tables placed in this smithy configuration should not be able to craft the faction's specific brick type, leather armor, hithlain armor, I am sure you get the idea. If you can't "enchant" it, it has no business on this crafting station.

Based on lore, there is no flashy "magic" in conventional crafting amongst most of the races of middle earth, save for the foul sorceries of the dark lord, and the magics of the elves and numanorian men. The main reason the elves, dwarves and men triumphed over the forces of evil in one on one combat was simply because they had the better equipment. Keen swords, excellent armor, etc etc etc. I am not referring to a battle between a dwarf and a troll here. Think normal mordor Orc and gondorian man. We all know sauron uses the spam tactic to win his battles. ;) That, and one other key factor. Morgoth created foul abominations to win his battles. Trolls, werewolves, vampires, wraiths, etc.

Where am I going with this you ask? Good question. Let's cut to the chase.

For the new enchanting system, the players will use the anvil-crafting table system I described earlier, and if they have sufficient alignment, they will be able to enhance their gear in one of two ways: They will either be forging/crafting their own gear, or they will be repairing a piece of equipment the players received as loot. (Precoded with a random, "enchantment".)

These are the simple steps players have to follow in this "enchanting" system.

1: The player right clicks with a blacksmith's hammer on the crafting table. This is a must for the system to have that "smithy" feel to it. (Maybe faction blacksmith hammers?) 2: The player designs the desired item using its crafting recipe. (Perhaps the specific "enchantments" have a designated item that must be added to the crafting recipe during this process.) 3: The player "takes" the item out of the crafting table. This is where things get interesting. 4: The player does NOT have the finished goods at this point. He/She must first hammer the item together on the anvil. How is this done? A spinning display of the item, akin to one of the invasion spawners, is generated over the anvil. The player must then "break" the rotating item at the pinnacle of its spin just before it naturally despawns. This step is repeated several times. ( The value of the armor/"enchantment" increases the number of times this step needs to be repeated.) 5: The player receives the item as a drop after the smithing process is complete.

Repairing an already "enchanted" item is even simpler. 1: Place said item in the anvil with whatever you want to use as a repair base. Ingots, another "enchanted" item, the choice is yours. 2: This step is the same as step 4: of the previous process.

But this is too easy you say! Well I couldn't agree with you more. This idea comes from the humble dwarf of TOS known as Smit on discord. :D Steps 2 and 4 are the most crucial part of their respective processes. As the player's desired item is going through a round of spinning, it is loading a portion of the item's max durability or the potency of the "enchantment". A randomizing of the item's loading time/spin speed will make this more challenging. Think of a skeleton/zombie/spider spawner in normal mc. It is the same concept. Now back to the smithing. During this delicate process, the player is to break the spinning item which is to have X health points. No more than two or three hits should be necessary to break it. If the player breaks the spinner early, it takes a percentage of the item's durability. The same rule applies if the player fails to break the spinner before it self destructs. The overall power of "enchant" and quality of armor forged depends upon the player's ability to time the breaking of the spinner correctly. As I already said, the spinner's despawn timer can be randomized. And it can most certainly be adjusted based on the quality of "enchantment". The last piece of this is that most, if not all "enchantments" are faction specific. So you cannot get the same "enchantments" from a dwarves crafting table as you can get from an Elven one.

Now. Onto the very simple and easy to explain faction-alignment-crafting system. :) It is a radical escalation of the difficulty when players want to acquire certain armor sets. Actually, it is a restructuring of the alignment system as a whole. I will give you a few examples. When we want to create a set of mordor Orc armor, alignment wise, you only need +1 alignment yes? And it is the same with the high elves yes? This is not realistic no? XD For this faction alignment, I suggest that we do not simply change how much alignment a player needs to access the crafting tables of certain factions, but that the achievements attached to certain milestones alignment wise be adjusted according to their respective faction. As another example, it should be difficult to gain the trust of the elves of Lothlorien. One should not simply have +1 with the galadrim and be able to craft their entire equipment set and at +10 be called a friend of the elves. ( I forget the achievement's actual title. XD) For this, I suggest that it takes at least +50 alignment to be called a friend of the elves. At which point, you can use the galadrim's crafting table. Not only does make for a more challenging in-game experience, it will lead to a more rewarding sense of satisfaction when players are able to say, "Ah ha! At last I can go forth girded and clad in the armament of the elves!" :) Wouldn't that be something to see?

What do you guys think? Leave some suggestions for enchantment's below. And most importantly: Some feedback! XD 