Game Mechanics Ability to tame certain mobs as pets, mounts, or assisting allies!

WAR-THERAPY

Skeletron Prime
hey,
have you ever woundered about what would happen if we could tame a few select mobs instead of just slaughtering them?
i thought about a system in which you could tame certain mobs, and take care of them, so that they could assist you in specific ways.
how would taming work? this is where it gets tricky.

firstly, a specific armor set that ENABLES the taming: the Tamer Armor (better names are still WIP). it has a grand total of 20 defense, reduces all damage you deal by 90% (does not affect knockback and debuffs; you should be able to still run away if things go wrong) while it could somehow make mobs less likely to attack you. i imagine this armor as being a VERY colourfull aremour, with a colour scheme specifically designed to create high contrast, and catch a mob's attention without giving it the sense of danger. with this feature, possible mobs will be simply curious about the player's presence, and will only attack under circunstances that i will explain below.

resuming: a unique armor that renders your attacks useless, but that grants you the ability to turn enemies into allies. it at least sounds good on paper...
this armor would be the ONLY way you could tame mobs. it would be sold by the traveling merchant at any time, randomly, even in pre-hardmode, for 20 gold coins a piece, costing a grand total of 60 gold.

also a new item: WHISTLE. with this equiped, click a tamed mob to controll its movement. click anywhere agint to return to yourself. usefull for exploring, and also for helping them climb or traverse terrain.

so, we have an armor that allows us to tame mobs. but how does taming actually works?
i thought about it this way:
1 - you must catch bait as if you were going to fish.
2 - you must go to the biome where the mob you want spawns.
3 - once you find the enemy, make sure he is alone, and DO NOT ATTACK AT ANY COST. attacking at this moment will permanently make that specific enemy untameable, because it will perceive you as a threat. you must instead aproach it until you get rather close, but still not too close. the closer you are the to the limit at which the mob will feel disturbed, the more likely to succeed you will be; keep in mind however that different mobs will have different behaviours, and thus this may get very tricky. this will then function as a "not too far/not too close" gameplay, in which you need to find a sweetspot.
4 - start taming the enemy. the specific method will vary from enemy to enemy dramatically. you should only start doing this once you notice the enemy is in a curious behaviour. which is, looking at you, seeing you there, but NOT attacking. basically, in order to succeed, you must present something very specific that will apeal your enemy. for instance, a specific type of bird. want to tame a wall clinger? (spider)? you should present it a Red Cardinal. SPECIFICALLY. the way you do so remains still somewhat open to me; i considered either droping the item entirely, or shooting it with a fishing rod and letting the mob go check it. other mobs could have very, VERY specific ways of being tamed, that would not necessary involve live bait, but rather coins, plants / crafting items, and so on. most likely, you would need to thi this successfully several times on a mob, for it to become tamed.
5 - once tamed, that particular mob would become your ally. it would then stop harming you entirely; you now could touch it even, it simply does not deal damage anymore. however, if you intend to keep it (it will simply run away in 10 minutes, rendering your efforts useless) you must then build a housing for it. a house for this kind of ally would have the specific DIFFERENT rules:
  • must be located near the biome to which the mob belongs to.
  • must be made out of bricks and walls made from the materials you can find in its biome.
  • must have a lot more minimum space than a regular NPC housing.
  • requires an OPENING, not a DOOR.
  • as far as furniture is concerned, it will only require the kind of bait you used to tame the enemy. it could be critters inside a Terrarium (actually making Terrariums usefull for something other than making a zoo!), or a specific flower in a pot / vase, or a good old fashioned pile of coins. in some cases, it could even be a particular weapon in a weapon rack, orthe presence of specific decorative blocks like living fire, waterfall walls, etc., and EVEN the existance of liquids inside. basically: ITEM USED TO TAME + SPECIFIC LIQUID / BLOCK / WALL + LIGHT SOURCE (note that certain unique mobs would require specific light sources, some actually AVOIDING lightsources and prefering dark rooms.
6 - once your ally has a house, you can do specific things with it:
  • using a saddle (that could be crafted using either small amounts of Leather or large amounts of Silk) would allow you to mount it. in this case, should the mob have a ranged attack, t will attack simultaneously with you where you point the cursor. if the mob can fly, you can fly with it.
  • right clicking it WITHOUT a saddle, will open a small dialogue. with it, you have 2 options: RELEASE (to set it free) and FOLLOW. the second would make it FOLLOW you out of its base, anywhere you go. in this case, it will accompany you, and automatically engage enemies. it can be attacked by enemies as well, but only if the enemy is specifically focusing it. (using Turtle armour would nullify this)
  • staying idle inside its housing will make it regenerate hp as fast as a player regenerates normally, excluding buffs. if you feed it with its critter (if its the case, remember that not all of them are tamed with food) you will heal it a set amount of hp and double its heal rate for 30 seconds.
7 - there are LIMITATIONS:
  • if you have a living ally, all attempts in taming a new one will fail to even begin; wearing the armor will not affect enemy behaviour.
  • you therefore can only have ONE ally alive at any given time.
  • allies do NOt count as summons.
  • if an ally DIES, it DIES PERMANENTLY. be VERY CAREFULL. this will allow you to tame another one. if this is what you want in the first place though, you can just RELEASE it harmlessly.
  • specific allies might be able to do only a specific task. sharks, for instance, can not be rided, and serve ONLY as attackin allies, and ONLY underwater, in the ocean.
  • allies CAN help with boss battles. just make sure you do things in order to keep them alive...
  • riding allies as a MOUNT, even if flying, will NOT be limited to the stamina of the mob (basically, unlique flying with a Wasp using honeyed goggles, where the wasp must rest after a while, there is no limit.)
  • altough some mobs can be tamed, many cannot. at least 1 is tameable, between all the mobs that spawn in a biome, EXCEPT corruption, crimson, underworld and dungeon enemies. none of these can ever, under any circunstance, be tamed.
  • this probably goes without saying: bosses cannot be tamed. DUUUH!.

8 - Special crafting!
  • having certain allies will allow you do do unique crafting recipes that make use of their abilities to create items otherwise hard to come by or unpurchaseable.
  • only hardmode allies can do this, and not all of them. the only exception is the Jellyfish, that can give you a full stack of glowsticks in exchange for 10 gel. (too much? maybe... except that i really fail to see any potential use for a tamed jellyfish other than this.). in fact, a good deal of them cou,d basically give you some of their drops in exchange for their item of choice. stuff like unicorn horns could be given by a tamed unicorn endlessly, without the need to kill it. of COURSE, you cannot get the rare items, and you cant get coins. some normal items may be innacessible, too.
  • as for actual crafting, very few allies could potentialy do this, but in turn they could give access to unique, unexplored possibilities.
9 - (WIP) list of tameable mobs:

Pre-hardmode:
  • slime. wants dayblooms. stands still while taming. can be used as a mount with higher jumps; can float in water. usefull early game. almost useless in combat. needs house made of dirt.
  • Vulture. wants Rotten Chunks / Vertebrae. stands srill, but will require very precise spacing, flying away if you get too close. can be used to assist in attacking. house made of shadewood. requires water.
  • Hornet. wants bottled honey in large amounts, about half a stack. flies around VERY SLOWLY. very handy as a support in battle. needs house made of... *sigh* honey blocks / beehive, with a pool of honey inside.
  • Anomura fungus. wants VERY LARGE amounts of glowing mushroom. constantly closes in on the player. can be used as a mount with the ability to cling and CLIMB walls, being efective in exploration with low tier gear. needs house made of shrooms; in fact, you can make it share its walls with the truffle worm. it can turn glowing mushrooms into shroom seeds and vice versa.
  • Shark: wants Goldfish. TONS of Goldfish. will very actively close in on the player; it is quite dangerous. used solely as a combat aid in underwater ocean biomes; its uses are limited. doesnt require a light source. house must be made of stone, fully submerged, in the ocean.
  • Harpy. wants Purple Emperor Butterflies. hovers over the player. house made of clouds, directly integrated in a floating island. white torch required. can be very usefull in combat assistance. gives you spare feathers in exchange for more butterflies.
  • Wall Creeper. wants Red Cardinals. creeps around the player, aproaching erratically. can be mounted to traverse all walls, albeit at a slow speed. gives very large amounts of cobweb in exchange for red cardinals.
Hardmode:

  • Possessed armor. wants 3x armor polish. can be usefull diring invasions, due to its very high endurance and good damage. will sell Iron / Lead bars in exchange for more armor polish. this can be usefull to quickly stack up and eventually build more metallic structures like spare chests, minecart tracks, etc. requires a house made of Demonite Bricks with a Cursed torch, on any biome that is not hallowed.
  • Wolf. wants cooked food. aproaches the player slowly, though it can randomly leap a small distance forward. can be used as a very fast moving mount with low jumps, that can swim. makes for a very effective ally in invasions. the whistle will be SOO usefull... short jumps are a pain. requires a house made of any bricks, with a campfire in it. requires any normal torch. sells nothing.
  • Giant Tortoise: wants TONS AND TONS of seaweed. stands absolutely still. can be mounted, tough its slow as a turtle... it can float very well, almost like a boat. in battle, it is EXCELENT: it automatically atracts enemy atention, tanking damage for you. its huge defense and hp with its leaping attack make it formidable. sadly, it comes with a very short expiration date due to being so much targeted. sells actual Turtle Shells for a full stack of seaweed each. requires a house made of mud, with water, and no torches.
  • Pigron: wants Ectoplasm. sill hover towards the player at moderate speed, similar to meteor heads. can be used as a flying aggressive mount; usefull for all sorts of stuff. alsoworks as a support, exceptionally since it can attack from behind blocks, making it extremely likely to survive even bosses. requires a house made of hellstone bricks. no torches. a small pool of lava is also needed.
  • Skeleton Archer: wants vicious amounts of cursed arrows. stands still, with his bow aimed, without firing. once tamed, it will sell all kinds of arrows for coins. can be a good source of extra DPS in any situation, since it can go anywhere a player can except if flying. could also be used to craft new kinds of arrows currently not in the game. has no particular housing requirements, as long as it is in the cavern layer.
  • Unicorn: requires you to hit him with a bottle of Holy Water during curious phase. behaves like a wolf. usefull as a mount, very similar to a wolf. also gives you unicorn horns. must like in a house made of living wood blocks, in the hallow, with a pool of water and a torch.
  • Enchanted Sword: wants a full stack of Hallowed Bars. circles around the player, pointed at him. will later on sell hallowed bars in exchange for coins. could be used in the future to create new flasks. would be insanely usefull in boss battles due to its high damage and infinite piercing possibilities, altough it would have little use elsewhere. must have a housing made of pearlstone blocks and walls, with a good pile of hallowed bars inside, a weapon rack with Excalibur on it, and a gold lamp (the one dropped by pirates!).
  • Wyvern: wants either a massive amount of gold coins, or a single platinum coin pile. will circle around the player. can be mounted and used as a very good way of traveling, or even fighting bosses whith very high mobility (altough the wyvern himself cannot attack at a range). requires a house made of clouds, similar to that of the Harpy, but with all 3 liquids inside, piles upon piles of coin piles, 3x the space, full Golden furniture, and a hardmode boss trophy of any kind.

there could be a ton more of them. feel free to suggest.


Comparing Pets vs Mounts and Summoning:

Advantages against mounts:
1 - more variety, and infinite duration. some also attack on their own.
2 - occupy no inventory slots.
3 - can also follow the player independently, or be controlled directly to explore certain areas.
4 - can give you special items.

Advantages against Summons:
1 - do not count as summoning, keeping limits intact. it would be possible to ride a Pigron (which auto-attacks) with a summoned Sharknado (also attacks) and full Ranged armor while using the equivalent of two summons, and keeping the full setup and armor bonuses, making it far more worthwhile.
2 - also work as a means of transport.
3 - do not require mana and can be more effective at certain types of combat.

Disadvantages against both:
1 - the best hardmode companions take a lot more work to set up houses for and tame than the effort it takes to get the required staffs for summoning, or the mount items.
2 - mounts and summons can be spawned anywhere, while the companion cannot.
3 - you can only have one companion active, while you can switch mounts and summons at will.
4 - you can bring summoning items to other worlds, but your companions will allways end up stuck in a specific world.
5 - the companions can be defeated and killed, being gone permanently. summons do not suffer this problem.
6 - while summons allways follow you effortlessly, companions might have a hard time keeping up.



that is it. any feedback is greatly appreciated!
 
Everything sounds awesome; I kinda wish there was a way to keep them alive- Maybe something that takes away special abilities and makes them more like invincible living trophies? That would be cool (Which would also make them more like pets so they could technically be in any biome. IE your house or wherever you want them and have the same properties of animals being able to be caught and stored with the bug net.)

That's my only thought on it; it would be like Pokemon >:D
 
:joy:its great can u capture bosses like the lunar boss
[DOUBLEPOST=1418951684][/DOUBLEPOST]or brain of cthululuu

don't know how to spell
 
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