MK: Ultra

MK: Ultra

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Food for though - Suggestions

XvBUSHvX opened this issue ยท 0 comments

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My apologies for the following wall of text, I hope you find it a worthwhile read.

I am compiling a list of interesting mods I would be interested in adding to a modpack/server project I am currently working on. I am simply studying and researching mods and have not taken the time to install and audition MKUltra for review. This is, however, one of the mods I am really excited to test hands on and am quite impressed with what I've studied so far. With that being said I would like to share some of the inspirations I had when reading about the mod.

Compatibility with the "GameStages" collection of mods. Not for requiring stages to access the various classes in MKUltra, but, for staging other mods and abilities based on various classes and levels. This would place MKUltra in a pivotal role in mod packs, and expand thematically on the already available classes. A simple example would be the "Druid" class unlocks the "Roots" mod.

Compatibility with the "CraftTweaker" collection of mods. Outside of the "Crack Hammer" I am not aware of any other crafting mechanics added by MKUltra. Modpacks could benefit by being able to customize the mechanic to suite the pack. However, when using crafting mechanics of other mods, it should be able to modify the amount of experience gained based on MKU's class/level.

Compatibility with "Reskillable"/"CompatSkill". This particular suggestion may actually be a collaborative project between you and the developers of those two mods making character development multifaceted. It may be possible for some classes to attain higher levels in particular skill sets depending on class, or possibly even limit the class progression based on foundation skills.

Mods worth considering interactivity/compatibility with no real stand out examples for implementing;

  • Better Questing (personal preference)
  • HardCore Questing (people use it)
  • CustomNPC's
  • Tough as Nails
  • PrimalCore/Kitsu's ForgeCraft

For the two questing mods I could see the ability to trigger access to or even completion of quests by class/level to be a very useful feature. Similarly for Custom NPC's, unfortunately a mod I am not yet familiar with, I could see the combination of the two on a server really providing a feature rich MMO experience.

Tough as Nails could benefit from armor that cooperates with their thermal mechanics and there simply isn't just that much that does. I know the original concept for their temperature mechanic was a more of a mini game than an environmental factor to consider, however by accurately tweaking the temperature values it become less of an annoyance and adds a great deal of realism and immersion to a mod pack. This if anything would be a personal request of my own more than any thing else, excluding the next suggestion.

Primalcore in combination with Kitsu's ForgCraft really adds a very nice set of crafting and survival mechanics. It, itself, is a mod that gives me great inspiration and I hope to see it greatly expanded in the future. I feel that incorporating the mechanics of these two mods in the creation of MKUltra's Weapons/Armor. Again, this is more of a personal desire than an actual suggestion. But, hopefully, we could agree that a server where players are able to have actual professions building equipment for either themselves or for sell to others would really add to both a servers economy but the overall experience.

The following are less suggestion or request than simply points to consider in the future.

Modular design. The classes you have designed are awesome looking and I hope to see many more for them. For simplicity and freedom in pack making though, the ability to choose classes based of thematic design would be invaluable. Additionally opening up the API for 3rd party classes could greatly benefit MKUltra as well. To this end I would suggest splitting the classes off to other individual mods reliant on the core api for them. In the above examples I applied existing classes to possible use cases. However I couldn't find logical or thematic examples for all classes, and there are a number of additional classes I could think of for specific themes. With all classes bundled it would be difficult create an experience for each class. Additionally if someone were to code a class to fit a certain theme all bundled classes would have to be installed. The flexibility to incorporate classes based on theme alone will allow pack makers consistency when adding classes without having some that are just ignored but present. I would figure that would allow greater flexibility regarding resource issues as well if they were able to be more selective about which classes are included.

Class tiers, or 'chained progression'. As it stands it appears the current classes are divided in to tiers which, to my knowledge, have no prerequisites on previous class levels. I could be mistaken about this as I haven't yet played with the mod. I think it would be a fitting method of progression if an individual began as a class which opened up the opportunity to develop or "evolve" into another tier of class (or selection of) based on current class. So the Cleric doesn't just become a Knight for example. Interesting thing about that example. Does the Cleric become the Paladin? Does the Knight become the Paladin? Or does the Paladin require x levels in Knight and Cleric. There are a number of examples of this type of progression in various gaming platforms. I understand that there are limitations for multi-class characters however the concept of 'blended' classes, such as the Paladin above, or even something as simple as the rogue becoming the ninja or assassin should be possible. Dungeons and Dragons is a great source of inspiration for this.

Alternative to the crafted class selection item. Possibly an added 'machine' type block for servers to use and the ability to disable the crafted items. Just a block that requires a token and some experience for players to pick up or swap skills. I could even see one such block for each class which would allow servers the chance to build guilds in their worlds. This could actually tie back to CustomNPCs allowing servers to place these "Guild Hall" blocks in buildings they designed, creating the NPC's to interact with, and players can progress through the ranks with missions given by the NPC's.

Last and final thought, yeah, I gave a big sigh of relief too lol. When incorporating compatibility with other mods, if this isn't a feature you have already implemented. For mods that include their own "mana" (Botania, Thaumcraft, BloodCraft, etc), include compatibility for their 'mana' reservoirs. This may be one of the most tedious of all examples as it would mean attempting to make specific mods compatible with specific classes and not simply a sweeping compatibility. I could see it being useful for some of the above suggestions. It would be a feature that blends beautifully with the concept from the Gamestages suggestion and one that I feel may be more easily facilitated through CraftTweaker. Though even that approach would required a layer of compatibility with each mod, it would place the responsibility on pack makers to actually activate the ability. But you won't have to write code to make sure that the Necromancer isn't using Mana from Botania but someone can still say he's using the LP from BloodCraft if desired.

I think you for your time in both the creation of this mod, and suffering through this insanely long post. These ideas are yours without any expectations use any or all, or even none if you desire. I look forward to seeing where this mod goes.