======================================================================== NONIDEAS: Ideas already considered and rejected ------------------------------------------------------------------------ #### ##### #### # # ###### ##### #### # # # # # # # # # # # #### # # # # # # ##### # # #### # ##### # # # # # ##### # # # # # # # # # # # # # #### # #### # ###### ###### # # #### - Anything Already Added - If something already exists in the game then it will not be added. Please play though the game enough to understand what is already in the game before making suggestions. - Things that are ALMOST like things already in the game will not be added. Players are expected to adapt their ideas to the materials available, not the other way around. - Mobs/Animals - Things that are "off-grid" are discouraged. Node-based "staybs" could at least fit the mechanics, but entity-based creatures that move freely do not. Use of /clearobjects should not remove key gameplay elements as long as the game is allowed to "quiesce" first. - Monsters that are easy to understand and deal with would not fit the games theme or play style. Threats need to be subtle, insidious, and indirect. Threats that offer no direct cathartic response (i.e. bashing it to death) also fit the theme better, as well as threats that can be turned around and exploited as resources once mastered (but remain a threat if handled carelessly). - NodeCore pacing requires that dangers to a player should be consequences of the player's own decisions, and not something that can be blamed on environment or chance. Having monsters spawn spontaneously and stalk the player would be problematic. - NodeCore "conservation" mechanics discourage having things spawn spontaneously at all, and they would need to be part of mapgen. - Food/Hunger - Players are like ethereal beings who visit the world only temporarily and are not subject to injury or survival mechanics within the world. - Things that focus a mechanic on/through the player do not fit the world-centric/node-centric theme of the game. - Using food items to provide things like temporary buffs is likely to be a lot of effort and likely to be skipped by most players. - Beds - There is no night to skip, and players have no need for sleep. - Bed-like structures can be made out of existing nodes. Purely decorative elements that are not fungible do not fit the game's design. ........................................................................ ========================================================================