Board Thread:Suggestions forum/@comment-26347260-20160219180959/@comment-26172435-20160220150556

Thanks for narrowing down on the subjects.

Nice suggestions: both deserve a kudo imo. I've searched for earlier related suggestions, but couldn't find any relevant ones. I'm sure there was a suggestion on Crebain not too long ago, but I can't recall the essentials. Anyway, on to the contents:

Bandit Camps

I also think loot should be put in one chest in the camp. I understand you propose to let Bandit Camps spawn as soon as a Bandit robbed a player, and the Bandit despawned. That could work very well I think. I'd suggest to let a camp spawn within a range of 500 blocks from the player, or in the region (32*32 chunks) the player is in, or within 16 chunks from the player, in any direction (can use same mod code as now used for death respawn location). In case the player doesn't raid the camp (by breaking the camps central chest), it will just remain there (registered) and if another player gets robbed and a bandit despawns in the same area (region), the loot of that second player will also end up in that camp. Camp raided (no more additions, erased from 'camp registry') would be achieved when the central chest is removed by a player. The bandits that spawn with the camp will only despawn after their camp is raided. They won't respawn, any of them afaic, when they were killed. This all should keep some balance around busy waypoints and crossroads and will make it very interesting addition. I suggest to have 8 bandits in a camp: they are pretty weak and can be lured and taken out one by one ... unless they'd operate as a 'flock' ... which would make challenging them a tad harder ... y me gusta 'harder'. :)

I think the idea of being able to hire bandits would take it a little bit too far. The bandits are neutral to any NPCs, but we should assume they're hostile to any player to keep it simple. The first part of this proposal is already quite interesting and requires quite some effort to code and test properly. It isn't even crystal clear yet, how it could function properly, so I suggest to stick to the camp idea for now.

Crebain flocks

Great idea. Requires coding of flock AI behaviour, which may pay off for other later additions as well, and for existing mobs ... ;)