Board Thread:Suggestions forum/@comment-27190044-20160425204259

Lo, good people of the wiki! Some of you may remember Gildor, the Ñoldorin Elf who encountered Frodo, Sam, and Pippin whilst they were leaving the Shire. Not to mention the Company of Thorin Oakenshield son of Thráin son of Thrór. Of course, there is the old Fellowship of the Ring. Now, in the Minecraft Lord of the Rings mod and the true Middle-earth, there are roads. Other than the player and wandering NPCs native to the realm, there are no travellers like the Fellowship, Company, or Gildor's group. I am here to suggest these things.

Basic Mechanics | To start off, one must know how all of these things should work in the most basic sense. Travellers should spawn more commonly on or near roads, and significantly more rarely in the wild. They should be significantly uncommon, for the most part, and spawn in a very wide variety of realms.

The Three Types of Travellers | There should be three types of travellers and travelling groups. Some may be remarkably similar to the groups in which some travelling traders spawn in, or similar to a mini-invasion. I'll get to each one specifically. These three types are "Fellowships," "Military Companies," and "Singular Travellers."

Fellowships | Fellowships would be the most similar to our travelling trader groups among Dwarvish and Elvish factions. They would be the second-rarest, between singular travellers and military companies. Upon spawning, a message in the chat, similar to a travelling trader notification, would appear, saying something like ''"A fellowship has arrived nearby!" Fellowships would consist of 5-10 civilian ''NPCs. For factions that have no civilians, like Rohan, unarmoured NPCs with daggers would spawn. Rarely, a member from a faction closely allied with the faction hosting the fellowship would spawn (i.e. Rohrrim in Gondorian fellowship). Forty minutes after arrival, the fellowship would leave. One minute prior to departure, a message in the chat saying that ''"A fellowship is preparing to move along." ''The purpose of fellowships, other than being purely cosmetic, is to provide the player with alignment for far-away factions, either by killing the fellowship members or doing mini-quests for them. If one should decide to attack a fellowship member, all members of the fellowship would attempt to slay the player.

Military Companies | Military companies, or simply companies, would be the most similar to invasions. They would be the rarest of the three. Upon spawning, a message in the chat, similar to that of a travelling trader notification, would appear, saying something like ''"A company has arrived nearby!" ''Companies would consist of 5-10 military NPCs, such as archers and foot soldiers, not cavalry. Of those 5-10 NPCs, 2-4 of them would be banner bearers for that faction. In addition to this, the 'captain NPC' of that faction would also spawn with the group no matter what. Forty minutes after arrival, the company would leave. One minute prior to departue, a message in the chat saying that ''"A company is preparing to move along." ''The purpose of companies, other than being cosmetic, is mainly to provide the player with units when far away from a realm (i.e. encountering a Rohirric company in Dale in which one could hire troops from the marshal). If one should decide to attack a member of the company, all members of the company, excluding the leader, would attempt to slay the player.

Singular Travellers | Singular travellers, or simply travellers, would be the most similar to rarely spawned NPCs (i.e. Dunlending in the Enedwaith). They would be the most common of the three. There would be no notification when they spawn. Travellers have self-explanatory names; they will spawn and travel alone. Like fellowship members, they would be civilian NPCs. They would despawn naturally or despawn within forty minutes after arrival if the player is near. You would get no notification upon their leave. Mainly cosmetic, one could still slay them or do mini-quests for them. Travellers also should have a wider variety of locations to spawn.

Of Orcish Travellers | Orcs will be different from Mannish, Elvish, and Dwarvish factions, who will have fellowships, companies, and travellers. Orcish factions should only have companies, not fellowships and singular travellers, for they, as far as I know, did not travel peacefully to see friends and sights. Note that subfactions under Orcish factions, such as the Hillmen of Rhudaur, would also be like this.

Of Hobbit Travellers | ''"It's a dangerous business, Frodo, walking out one's front door." -The Lord of the Rings, the Fellowship of the Ring. ''This pretty much sums up what I'm trying to get at here. Very few hobbits would like a good road trip, therefore there should not be fellowships, companies, or singular travellers.

Spawning Locations | It would really take a long while to list each one, so I'll sum it up. Fellowships should spawn in areas near the realms of their allies and their own realm. This includes their homeland and their close allies' homelands. Companies should spawn in the same locations, but companies should be more common than average in the realms of their close allies, relating to ambassadors or delegations. Single travellers should spawn in a very wide variety or areas, but be less common in 'out of the way' realms.

So concludes my suggestion. Thank you for your time. As always, kudos, constructive criticism, and further suggestions are welcomed. I like trains. 