LISTEN TO ME (again) HEROES OF MIDDLE - EARTH !
Seems I was forced to open a secondary thread... I decided to keep THREE categories in the first one (Units, Heroes, Powers) while the other three will be contained there.
NOTE: for those who didn't see my first thread, you can see it here: http://forums.revora...showtopic=51165
SPECIAL NOTE: This part contains the following categories:
- UNIT IMPROVEMENTS (Upgrades / Abilities)
- HERO RE-DESIGNS
- COMPLAINTS
- CREEP BASES
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COMPLETE LIST OF IDEAS (2/2):
SPECIAL NOTE: this works on the same way like in my first thead.
MEN OF THE WEST:
- Tower Shields for Tower Guards (upgrade)*
- Eowyn (re-design)**
- Eomer (re-design)**
- Denethor (re-design)*
- Gandalf (re-design)*
ELVES:
- Thranduil (re-design)**
- Treebeard (re-design)*
- Bregalad (re-design)*
- Re-naming the Entlings (complaint)*
DWARVES:
- Tools of War for Hobbits (upgrade)*
- Replacing the King of the Dead (complaint)**
- Boosting the Hobbits (complaint)*
- Improving "Summon Hobbit Allies" power (complaint)*
MORDOR:
- Mouth of Sauron (re-design)**
- Gothmog (re-design)*
- Witch-King (re-design)*
ISENGARD:
- Sharku (re-design)**
- Lurtz (re-design)*
- Saruman (re-design)*
- Cave Troll for Isengard (complaint)**
ANGMAR:
- Summon Rhuadur Battering Ram for Thrall Master (skill)***** IMPLEMENTED !!!
- Mountain Giant for Angmar (complaint)**
EVIL MEN:
(nothing yet)
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CREEP BASES:
- Orc Camp (small creep base)***** IMPLEMENTED !!!
- Mountain Giant's Cave (great creep base)****
- Wildman Village (medium creep base)***
- Black Numenorian Outpost (great creep base)****
- Haradrim Village (great creep base)***
- Woodsmen Hideout (medium creep base)****
- Forbidden Swamp (medium creep base)*
- Merchant Caravan (medium creep base)*
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UNIT IMPROVEMENTS
SPECIAL NOTE: these are suggestions those aren't complaints, but rather improvements for already existing units. There are two types of improvements (yet): Upgrade and Ability.
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- Gondor Tower Guard -
Improvement type: Upgrade
Tower Shields - equips the Tower Guards with great tower shields - so they'll look like as back in good ol' BfME 1 - greatly increasing their defenses against ranged attacks !
Avaible from: Blacksmith, level 3
NOTE: maybe I just feel nostalgic about BfME 1... oh, well...
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- Hobbits -
Improvement type: Upgrade
Tools of War - equips the hobbits with leather armors, helmets and swords, improving both armor and damage !
Avaible from: Hobbits, basic upgrade (like the "Torches" at the Wildmen of Dunland)
NOTE: The Hobbits need some boost (see more at Complaints). This is one of the ways to boost them, now isn't it ?
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- Thrall Master -
Improvement type: Ability
Summon Rhuadur Battering Ram - summons a Rhuadur Battering Ram for a certain amount of resources.
Avaible from: Thrall master, basic ability
NOTE: I didn't really wanted the Rhuadur Battering Ram to be trainable from the Dark Iron Forge, so...
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HERO RE-DESIGNS
SPECIAL NOTE: this section contains re-designed skill-trees/appearences/etc. for heroes those are already ingame but are either very weak or aren't too fitting to the game in their current state (or both).
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- Eowyn -
Appearence: Eowyn now wears her simple clothes and has only a sword. She gets her armor and shield on level 3.
Level 1 - Princess of Rohan (passive)
Nearby Rohan Peasants and Rohan Spearmen gain +100% fear resistance, +10% movement speed and receive 150% experience for every slain enemy !
Level 2 - Smite
Hurls a spear at the targeted enemy unit, dealing high damage. Against monsters, it deals double damage !
Level 3 - Mount/Unmount
Toggles between mounted and unmounted mode.
Level 3 - Battle Armor (passive; not shown in palantir)
Eowyn gains a chainmail armor and a round shield, thus gaining +50% armor.
Level 5 - Shield Maiden
When activated, Eowyn receives +80% armor, +20% attack speed and great resistance against ranged attacks.
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- Eomer -
Level 1 - Mount/Unmount
Toggles between mounted and unmounted mode.
Level 2 - Horse Lord (passive)
Nearby mounted units receive +30% damage, +25% armor, +25% attack speed and receive 150% experience for every slain enemy
Level 3 - Outlaw Leadership (passive)
Nearby allies gain resources for killing enemy units.
Level 4 - Royal Armor (passive; not shown in palantir)
Eomer now wears his own heavy plate mail armor and helmet, giving him +50% armor.
Level 5 - Spear Throw
Throws a mighty spear at a targeted enemy unit, dealing high damage. This attack also has some area-of-effect damage. Against monsters and heroes, it deals double damage !
Level 7 - Rohan Must Stand
When activated, Eomer receives +60% damage, +60% armor, +20% movement speed, +70% attack speed and his attacks do minor area-of-effect damage !
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- Denethor -
Level 1 - Steward of Gondor (passive)
Nearby Gondor units around Denethor slowly regenerate, plus they receive 150% experience for every slain enemy !
Level 4 - Madness
When activated, Denethor gains +100% damage and +50% attack speed for some time.
Level 7 - Call the Citadel Guards
Summons a battalion of Citadel Guards. The Citadel Guards have their weapons upgraded.
Level 9 - Pyre of Denethor
Denethor spills oil on the ground for a long time, then he can set it aflame, burning every unit standing on the area.
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- Gandalf -
Level 1 - Glamdrung
Bombards the selected area with bolts of lightning (so basically it's like Lightning Sword, but weaker).
Level 3 - Word of Command
This spell has various effects; when used against units, it knockbacks, deals minor damage and stuns the unfortunate victims for a moderate duration, plus reduces their armor by -30% and movement speed by -50%. When used on buildings, it deals great siege damage.
Level 5 - Gandalf the White (passive; not shown in palantir)
Gandalf the Grey now turns into Gandalf the White, gaining +500 health, +50% armor, +20% fire resistance, his attacks will do area-of-effect damage and his powers recharge +25% faster.
Level 5 - Shadowfaxe
Gandalf can call Shadowfaxe to him and become mounted if needed.
Level 7 - Light of the Valar
Sends a beam of light at the targeted enemy, dealing high damage to the target and every other enemy in the beam's path. Against Wraiths, Mewlips and Nazguls it deals triple damage !
Level 10 - Wrath of Narya
Gandalf uses the elven Ring of Fire, Narya to send out a shockwave of flames, destroying enemies near Gandalf. Those who survive the blast will take major fire damage over time.
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- Thranduil -
Appearence: Thranduil now wears green robes with golden and brown clothes beneath them, and has a crown of leaves on his head. Wields a sword and a wooden staff.
Level 1 - Wind Walk (passive; not shown in palantir)
Thranduil is invisible when walking in forest.
Level 1 - King of the Woods (passive)
Nearby Mirkwood Archers gain 100% fear resistance and receive 175% experience for every slain enemy !
Level 3 - Mount/Unmount
Toggles between mounted and unmounted mode.
Level 4 - Wrath of Mirkwood
Thranduil makes a powerful melee attack with his wooden staff, dealing high damage and knocking back enemies.
Level 6 - Send Out the Hunters
Summons 1 battalion of Mirkwood Archers and 1 battalion of Dire Wolves. No upgrades.
Level 9 - Green Forest
Same as the "Elven Lush" power, but with more trees. The trees summoned by this power can be used by any stealth units as a hiding place.
NOTE: Thranduil is a hero EA has destroyed. In "The Hobbit", he's completely different, thus he needs a major makeover. Now. This is my version of upgrading him.
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- Treebeard -
Level 1 - Hurl Stone/Crush Attack
Toggles between stone-hurling and smashing melee attack modes.
Level 3 - Ent Council
When activated, it greatly increases Ent production speed for a short time.
Level 5 - March of the Ents (passive)
Nearby Ents and Entlings gain +40% movement speed, +20% line of sight and +15% range*.
*When using ranged attack
Level 7 - The Wizard Will Pay (passive)
Treebeard gains 50% fire resistance, +20% armor and +30% movement speed, plus he receives a +125% damage boost against wizad-type units and heroes (Gandalf, Saruman, Radagast, Alatar, Pallando, Angmar Sorcerer)
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- Bregalad -
Level 1 - Quickbeam
When activated, Bregalad gains +40% movement speed and +40% armor.
Level 3 - Thorns and Spikes (passive)
Enemies continue to take minor damage when being near to Bregalad, plus Bregalad gains +40% armor.
Level 5 - Forest Allies
Summons 1 battalion of Lorien Swordsmen, 1 battalion of Lorien Archers and 1 Ent to the selected area. No upgrades.
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- Mouth of Sauron -
Level 1 - Mount/Unmount
Toggles between mounted and unmounted mode.
Level 3 - Lieutenant of Barad-dur (passive)
Nearby orcs (every type of orc) gain +100% fear resistance, +10% movement speed, +15% attack speed, +75% damage and receive 175% experience for every slain enemy !
Level 5 - Doubt
Selected enemies lose -60% armor, -60% damage, -10% movement speed and have their special ability timers reduced to "just used". Does not effect heroes.
Level 7 - Dissent
Selected enemies will become hostile towards each other for some time.
Level 10 - Speech of Sauron
Debuffs and stuns enemy units in a large radius for a moderate amount of time. Enemies being close to the Mouth of Sauron will be knocked back and suffer major damage.
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- Gothmog -
Level 1 - Mount/Unmount Warg
Gothmog can either mount a warg or walk on foot.
Level 3 - General of Minas Morgul (passive)
Nearby Pikemen of Morgul Vale, Morgul Archers and Morgul Fighters gain +100% fear resistance, +50% damage, +30% armor and receive 150% experience for every slain enemy !
Level 5 - Fury
When activated, Gothmog gains +100% damage, +50% armor and +20% attack speed.
Level 7 - Siege Master (passive)
Any allied siege engine near Gothmog gains +40% movement speed and +20% attack speed.
Level 10 - Morgul Barrage
Orders catapults to bombard the targeted area, showering a lot of boulders and destroying everything in the area.
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- Witch-King (Mordor) -
Abilities (when mounted on Fell Beast):
Level 1 - Mount/Unmount Fell Beast
The Witch-King can mount his Fell Beast or figth on foot, whichever is needed.
Level 1 - First of the Nine (passive)
The Black Riders and Morgomir gain +100% armor, regenerate their wounds much faster and their powers recharge +25% more quickly when being near to the Witch-King.
Level 3 - Screech
Scares enemies away in a large radius.
Abilities (when fighting on foot):
Level 1 - Mount/Unmount Fell Beast
The Witch-King can mount his Fell Beast or figth on foot, whichever is needed.
Level 1 - First of the Nine (passive)
The Black Riders and Morgomir gain +100% armor, regenerate their wounds much faster and their powers recharge +25% more quickly when being near to the Witch-King.
Level 3 - Dread Visage (passive)
Nearby enemy units lose -50% armor and -50% damage.
Level 5 - Armor of Angmar (passive; not shown in palantir)
The Witch-King takes up the armor and iron crown he wore as the ruler of Angmar, giving him +20% fire resistance and +60% armor.
Level 7 - The Witch-King's Hour
Selected enemy hero will have his/her ability timers set to "just used" state.
Level 10 - Ring of Men
Sends out a shockwave of green light, blasting and greatly damaging enemy units and heroes. Those who survive the blast will become poisoned and take moderate damage over time.
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- Sharku -
Level 1 - Chase the Prey
When activated, Sharku gains +40% movement speed and +120% damage.
Level 2 - Tame the Wargs
Selected enemy Wargs, Warg Packs and Warg Riders will join your side for some time.
Level 5 - Better Equipment (passive; not shown in palantir)
Sharku receives a large saber, some pieces of metal armor and a cap, giving him +25% damage and +25% armor, plus his attacks will do minor area-of-effect damage.
Level 5 - Common Hunt (passive)
Nearby allied Warg Packs and Warg Riders gain +20% movement speed, +25% attack speed and +50% damage.
Level 7 - Man Eater
Sharku's warg devours the selected enemy infantry unit, fully restoring Sharku's health !
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- Lurtz -
Level 1 - Toggle Weapon
Toggles between bow and sword.
Level 2 - Cripple Shot
A single but powerful ranged attack which deals high damage to the selected hero and makes it immobile for some time.
Level 4 - Rage
When activated, Lurtz gains +100% damage, +25% attack speed and +25% armor.
Level 8 - Pillage and Plunder (passive)
Nearby allies gain resources for killing enemy units and destroying enemy buildings.
Level 10 - Mad Bloodlust
Lurtz slays a selected Orc Overseer, slightly healing nearby Uruks and also giving them +20% damage for a short time. Damage bonus DOES stack with other bonuses.
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- Saruman -
Level 1 - Wizard Blast
Knocks back enemies, dealing great damage. Also effects heroes.
Level 3 - Fireball
Sends a fireball at the targeted unit, dealing great area-of-effect fire damage and setting enemies aflame.
Level 5 - Saruman of Many Colors (passive; not shown in palantir)
Saruman now carries his own Ring of Power and claims the title of Saruman of Many Colors, giving him +500 health, +50% armor and +50% fire resistance.
Level 6 - Thunder
Sends a bolt of thunder at the selected area, dealing high damage to enemy units.
Level 7 - Speech Craft
Slightly heals targeted units and also gives them great amount of experience.
Level 10 - Treacherous Words
Selected enemy battalions will join your side. Pernament effect.
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COMPLAINTS
SPECIAL NOTE: this section contains my personal complaints. There is a wide array of complaints, from re-naming units to replacing units, boosting powers/units, etc.
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- Re-naming the Entlings -
As far as I know, there aren't ANY "young ents" - only younger and elder ones, but none of them are "young". Therefore the Entlings should be called as "Huorns".
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- Boosting the Hobbits -
I think the Hobbits just NEED a boost to make them more useful. Reason ? Hey, if you can choose from "Summon Hobbit Allies" and "Summon Tom Bombadil", what will you choose ? Of course Tom Bombadil, and with a good reason. I suggest to make the Hobbit battalion bigger (at least 8 units), and give them two upgrades: Banner Carrier and Tools of War (see the second at the Other Suggies) !
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- Improving the "Summon Hobbit Allies" power -
I think I stated it clearly above that the Hobbits need a boost... and I think therefore this power needs a boost, too. The Hobbits summoned by this power should start at Level 2, and should be upgraded with "Tools of War". And this time the power should summon not three, but FOUR battalions of Hobbits.
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- Replacing King of the Dead -
The King of the Dead shouldn't be on the side of the Dwarves. I think he should be replaced with Thorin Oakenshield, as the new Ring Hero of the Dwarves, while the King of the Dead would be summonable by using the "Army of the Dead" power for the Men of the West.
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- Cave Trolls for Isengard -
Now that the "Goblin" faction is no more - since they were replaced by "Evil Men" - their former units were removed to the different evil factions. However, as far as I know, Ithron haven't fully finished the replacements - this includes the Cave Troll unit. Let's get straight to the point: if Isengard is going to have some Goblin units from Moria, I think Isengard could have the Cave Troll as a heavy melee/ranged monster unit. It wouldn't have a so strong siege attack like the Ballista, but would be more effective against charging cavalry and melee infantry than the Ballista.
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- Mountain Giant for Angmar -
Now that the "Goblin" faction is no more - since they were replaced by "Evil Men" - their former units were removed to the different evil factions. However, as far as I know, Ithron haven't fully finished the replacements - this includes the Mountain Giant unit. Let's get straight to the point: I think the Mountain Giant would be the best fitting to Angmar. It could work like the Cave Troll for Isengard (see the mentioned case just above) - not so high siege damage like the Troll Stone Thrower, but more effective against "simple" units.
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CREEP BASES
SPECIAL NOTE: I decided to make up these ideas about creep bases because I find the old Goblin Cave / Cave Troll Lair / Warg Cave a bit boring, and the Spiderling Lair and the Fire Drake Lair - not to mention the Wight Manson or how it's called - weren't enough for me. Call me insane or whatever, but I really would like to have a greater variety of creep bases, especially because the "Untamed Allignance" gives them an another way of use, making them even more unique.
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THIS IDEA HAD BEEN IMPLEMENTED !!!
[quote]- Orc Camp -
Function: creep base; gives small amount of gold when destroyed.
Appearence: a few orc tents in a circle-like formation, with a banner in the middle.
Creeps: Orc Warriors (4) and Orc Archers (4).
If you use "Untamed Allignance": if you convert this creep base to your side, then you can train Orc Warrior hordes and Orc Archer hordes from it, for a reduced price ! The orcs trained from Orc Camp have the same stats and possible upgrades like the regular units.[/quote]
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- Mountain Giant's Cave -
Function: creep base; gives large amount of gold when destroyed.
Appearence: well... like a big mountain cavern. A bit similar to the "Cave Troll Lair".
Creeps: Mountain Giant (1)
If you use "Untamed Allignance": if you convert this creep base to your side, you can train Mountain Giants from it, for a reduced price ! The mountain giants trained from Mountain Giant's Cave have the same stats like the regular mountain giants.
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- Wildman Village -
Function: creep base; gives medium amount of gold when destroyed.
Appearence: several primitive houses made of wood, stone and leather (like the ones you see in Dunland or Rhuadur), in a circle-like formation.
Creeps: Rhuadur Spearmen (2), Rhuadur Axe Throwers (2), Wildmen of Dunland (2), Wildman Axethrowers (2), Thrall Master (1)
If you use "Untamed Allignance": if you convert this creep base to your side, you can train Wildmen of Dunland, Wildman Axethrowers and Thrall Masters from it, for a reduced price ! The units trained from Wildman Village have the same stats and possible upgrades like the regular units.
NOTE: you may notice that there's a Thrall Master amongst the creeps. Don't worry, this guy doesn't summon any battalions this time, it just simply attacks you like the other creeps.
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- Black Numenorian Outpost -
Function: creep base; gives large amount of gold when destroyed.
Appearence: 2-3 brown leather tents (like the ones you can see in the Angmar map) in a circle formation, with a campfire in the middle; also, there's a small lookout tower.
Creeps: Black Numenoreans (3), Dark Rangers (3), Thrall Master (1)
If you use "Untamed Allignance": if you convert this creep base to your side, you can train Black Numenoreans and Dark Rangers from it, for a reduced price ! The units trained from Black Numenorian Outpost have the same stats and possible upgrades like the regular units.
NOTE 1: like at the Wildman Village, there is a Thrall Master. Again, you don't have to worry, it won't summon battalions like it normally would, it just attack like the other creeps.
NOTE 2: ...but you should worry about the lookout tower (see a bit above), for it shoots arrows at you ! But you can destroy the tower only if you destroy the entire base...
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- Haradrim Village -
Function: creep base; gives large amount of gold when destroyed.
Appearence: several brown tents and a lookout tower, made of leather and mumakil bones (like the ones you can see in Harad).
Creeps: Haradrim Archer (2), Haradrim Spear Throwers (4), Axemen of Khand (1)
If you use "Untamed Allignance": If you convert this creep base to your side, you can train Haradrim Archers and Haradrim Spear Throwers from it, for a reduced price ! The Haradrim trained from Haradrim Village have the same stats and possible upgrades like the regular units.
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- Woodsmen Hideout -
Function: creep base, gives medium amount of gold when destroyed.
Appearence: several green tents, with an old, smoking campfire in the middle.
Creeps: Woodsman (6)
If you use "Untamed Alliganance": if you convert this creep base to your side, you can train Woodsmen from it, for a reduced price ! The woodsmen trained from Woodsmen Hideout have the same stats and possible upgrades like the regular units.
NOTE: I originally wanted to make the Beorning into a creep unit, but then I realized that it's an even worse deal than the Woodsmen. Why ? Well, Beornings are NEVER greedy or really evil, and would never ally with bad guys. But the Woodsmen - especially renegade woodsmen CAN be greedy and corruptable.[/quote]
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- Forbidden Swamp -
Function: creep base; gives medium amount of gold when destroyed.
Appearence: like the Swamp from Angmar, but smaller and has more plants and vines.
Creeps: Mewlip (2)
If you use "Untamed Allignance": if you convert this creep base to your side, you can train Mewlips from it ! The mewlips trained from Forbidden Swamp have the same stats like the regular mewlips, and this time you can control them directly.
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- Merchant Caravan -
Function: creep base; gives medium amount of gold when destroyed.
Appearence: well... how does a caravan from Dorwinion looks like ? I dunno...
Creeps: Merchant of Dorwinion (2), Dorwinion Soldier (4)
If you use "Untamed Allignance": if you convert this creep base to your side, you can train Merchants of Dorwinion and Dorwinion Soldiers from it, for a reduced price ! The units trained from Merchant Caravan have the same stats and possible upgrades like the regular units.
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Please post what you think !
Edited by MorrisB, 25 September 2007 - 01:38 PM.