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#21 Khamul_of_Rhun

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Posted 31 March 2006 - 10:47 PM

Mordor:


Heroes:


Nazgul x5 (mount horse lvl 3, mount fell beast lvl 7)

Witch King

Mouth of Sauron

Gothmog


Units:


Mordor Orcs (Swordsmen)
- Canabalise Power
- Scavanged Weapons Upgrade
- Scavanged Armour Upgrade (maybe they could wear tattered gondor/rohan/elven armour, randomly chosen)
- Banner Carrier Upgrade


Dol Guldur Archers
- Scavanged Armour Upgrade (maybe they could wear tattered gondor/rohan/elven armour, randomly chosen)
- Fire Arrows Upgrade
- Banner Carrier Upgrade


Morgul Spikers (Pikemen)
- Scavanged Weapons Upgrade
- Scavanged Armour Upgrade (maybe they could wear tattered gondor/rohan/elven armour, randomly chosen)
- Banner Carrier Upgrade


Black Uruks of Cirith Ungol (Elite swordsmen)
- Scavanged Weapons Upgrade
- Scavanged Armour Upgrade (maybe they could wear tattered gondor/rohan/elven armour, randomly chosen)
- Banner Carrier Upgrade


Mountain Trolls

Troll Drummers

Olag-Hai (Attack Trolls)

Wolf Riders (Weakest cavalry in the game)
- Scavanged Weapons Upgrade
- Scavanged Armour Upgrade (maybe they could wear tattered gondor/rohan/elven armour, randomly chosen)
- Banner Carrier Upgrade


Catapult

Battering Ram

Seige Towers

Grond (Purchased at seige workshop, like fire drakes and giant eagles in the fact that only one can be produced)


Minor Improvements:


Can now build walls

'Call the Horde' power should be reintroduced

Mordor orcs should have Shields

Orcs should have a horde bonus of 50% more attack and defence when in a group of 6 regiments of the same kind (no stack)


What do you think?

Edited by Khamul_of_Rhun, 03 April 2006 - 11:32 PM.

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#22 alfreak1

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Posted 18 April 2006 - 01:53 AM

I like it, especially the Nazgul idea.

My brilliant idea is that if you do keep Drogoth in the game (PLEASE!!), give him the ability to land and act like the summoned dragon. It could be a lvl 5 ability. The only problem is the balance, that possibly making him too strong.

And another dreaded Rohan Idea: Make Royal Guard gain a large leadership bonus when near a Rohan hero that is severly wounded (about 40% or less health left). It sounds good to me.

Edited by alfreak1, 18 April 2006 - 02:00 AM.


#23 Khamul_of_Rhun

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Posted 18 April 2006 - 05:10 PM

I like the "dreaded" rohan idea, but is it possible?
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#24 alfreak1

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Posted 18 April 2006 - 07:34 PM

It should be, but I have no idea how.

#25 Guest_Guest_*

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Posted 27 April 2006 - 07:01 PM

Orcs should have a horde bonus of 50% more attack and defence when in a group of 6 regiments of the same kind (no stack).
They have....but 50% attack and 50% speed....try....(not 6 hordes but 100 UNITS)

#26 alfreak1

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Posted 01 May 2006 - 01:32 AM

The problem with that is that it makes the orc too strong of a unit. Orcs are not for power, they are made to overrun in huge numbers. I see why you thought of the idea, but it would unbalance the game too much.

#27 Khamul_of_Rhun

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Posted 01 May 2006 - 03:25 PM

I dunno, orcs arent too bad, one band of orcs (with the eye) already can kill 2 regiments of gondor soldiers and still have half their men left (I know, i've done it) so the orc is, in my opinion, a formidable foe.
Maybe a horde bonus is too much, but i definately think that "Call the Horde" should be brought back into bfme 2, it is an amazing power that made no sense leaving out of bfme 2...
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#28 alfreak1

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Posted 04 May 2006 - 07:31 PM

Yes, definately Call the Hoard.

But another idea: Could you make it so builders could de-construct enemy buildings? They could then earn resources for the new building materials. Make the deconstruction take the same length of time as construction, and the amount of money earned is lowered if the building is damaged. The animation would be easy, as it is just construction backwords. The owner of the building would loss control of the building as soon as deconstruction starts, and would have to have a builder of there own repair it. I don't know if this is possible, but I like the idea.

#29 Tomat

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Posted 06 May 2006 - 08:52 PM

that would be wierd. I mean imagine(not in a game but for real) a construction worker taking bricks off a building one by one.
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#30 Mullers_11

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Posted 08 May 2006 - 07:16 PM

Hmm... I like the idea but it's too much work for too little effect in my opinion.

Ya want Call the Horde again ya say? Will speak to Matias about it but it's doubtful

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#31 Mathijs

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Posted 08 May 2006 - 07:39 PM

Call the Horde? Sure..

Deconstructing? Nah..

No fuel left for the pilgrims


#32 Gomurr the Ancient

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Posted 13 May 2006 - 05:02 AM

Considering the desire to keep the Harad faction limited to the Harad, and not include the Rhun, I would suggest the planning of a Rhun faction. Khand is more associated with the Rhun and it’s peoples than the Harad, so it seems appropriate that Khand should be the central kingdom of any Rhun faction, with Wainriders and barbaric Easterlings to supplement it. As such, I’d just like to put out a rough idea of a potential unit list, just to see if the idea has any merit and what people think:

Heroes:
Khamul, the 2nd Nazgul. Powerful, but only on horseback or foot – no Fell beasts.
A leader of Balchoth to-be-named
A leader of the Variags tribes (barbaric axeman) to-be-named

Units:
Khandic Swordsmen – Basic swordsmen in the Easterling armor from the films
Men of Rhun – Rhunic Axemen, strong infantry unit, capable of a beserker rage that boosts their attack and speed (allowing them to even have a chance charging some archers, perhaps?)
Easterling Archers – basic archers, perhaps with some Mongolian influence in the design. Or the Easterling armor from the films could work.
Khandic Pikemen – the pikemen of Khand, in their Easterling armor, unchanged
Wainrider – a large open chariot that functions like the Dwarven Battlewagon, allowing it to serve as its own unit, or shuttle units quickly across the battlefield
Balchoth – an elite charioteer, using the unit shown here: http://forums.revora...pe=post&id=9564
Variags – an elite infantry unit, equipped with great Axes and accoutered in the film’s Easterling armor, so show that while they’re axe-wielders from the North, they are a part of Khand’s forces and equipped as such. They’d be similar to Isengard Beserkers, and have a wide-sweeping special attack that knocked several units back and kills most.
Some sort of siege weapon, a magonel springs to mind, but catapults, or ballistae could work.

Thoughts?

#33 Mathijs

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Posted 13 May 2006 - 08:37 AM

Not for a while.. we are loaded with work as it is, and it takes alot of work to build up another faction. We were thinking of things to add after the initial release, and we did want to include more Rhûnish stuff.. and either Arthedain.. or Dale.

No fuel left for the pilgrims


#34 alfreak1

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Posted 02 June 2006 - 02:22 AM

Will the Mirkwood Archers be changed at all, besides the skin? I think that they need some special abilities, such as longshot or something else original.

#35 Guest_Orc Master_*

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Posted 16 June 2006 - 03:59 PM

You know, guys, I've got an idea you might like. I've designed a Haradrim faction, so let's see what you think:

* Buildings:

a) Hunting Lodge: Resource producing building. A tent with haradrim hunting animals at the backyard
B) Haradrim Palace: Haradrim Warriors are built from here. From lvl 2 you can build Haradrim Raiders. From lvl 3 you can build Far Harad Men.
c) Easterling Academy: Soldiers of Rhûn (pikemen) and Wainriders (chariots) are trained from this building. Also, Easterling Kataphrakts can be created from a lvl 2 Easterling Citadel
d) Dark Citadel: Center of the Haradrim's devotion to The Eye and Tech researching building. From here, there can be researched the Forged Blades, Fire Arrows, Heavy Armor and Serpent Banner upgrades. At lvl 2 it provides healing.
e) Mûmakil Pen: Mûmakil are created from this building, as well as Mahûds.
g) Heroic Statue: Provides leadership and reduces the cost of the soldiers.

Posted Image
Posted Image
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*Units:
a) Haradrim Warriors: Basic soldiers. Can toggle between bow (ranged) and sword/spear (melee). They have a special ability in which they shoot Poisoned Arrows like goblins.
c) Haradrim Raiders: Basic cavalry units. Basically, haradrim on horse that can toggle between a haradrim-ish spear/sword and a bow. One variation and the other one.
d) Hâsharin: Solo and anti-hero unit. An assassin that can climb walls (lvl 2) and that has a poisoned knife (lvl 3). It also is stealth when not attacking (lvl 4). It's built at the Fortress. This is how they look like.
e) Far Harad Man: Solo huge black Haradrim berserker that "looks like a troll". Excellent for razing infantry with his big spear. He can also deal tremendoes damage with his whip.

Posted Image

f) Soldiers of Rhûn: Pike units. Basically Easterling warriors with long spears. This is how they SHOULD look.
g) Wainriders: Sort of siege units, basically like a dwarven wagon. It can be upgraded with Haradrim Archers or with snake idols that heal. This is how they look like.
h) Khandish Mercenaries: Elite Infantry. They can also mount on horses. They're basically Evil-looking easterlings with axes and scimitars with the Pillage ability. They're recruited at the Inn. This is how they look like.
i) Easterling Kataphrakts: Elite cavalry, the cavalry with the HIGHEST armor in the game. Perfect against upgraded infantry and even against pikes. This is how the should look.
j) Mûmak (note this, "Mûmakil" is plural, and there's only one creature): Well, just a Mûmak. I don't think further explanation is needed :blink:
k) Mahûd: Solo unit. This unit can climb walls and give leadership, but it's MAIN purpose is to be garrisoned in a Mûmak to give it a BRUTAL speed, attack and armor boost. For those who didn't see it in the movie.
l) Corsairs of Umbar: Well, Corsairs of Umbar. No further explanation needed :p

*Fortress:

Posted Image

The MotE's fortress would look just like a giant royal-looking tent. Its upgrades would be:
a) Tusk Barricade: Creates a Mûmak tusk barricade around the fortress that works like the goblin barricade.
B) Poisoned Darts: Equips towers attached to the fortress with Poisoned Arrows.
c) Serpent Banners: Adds haradrim serpent banners for leadership, providing aditional experience and reducing the heroes' cost.
e) Azkâhar: Turns the tent into a giant arabic-looking palace, increasing the fortress' armor. It also improves the walls and their extensions. This is a prerequisite for the final upgrade.
f) Tribute to the Were-Worm: A huge Mûmak skull appears from the top of the palace, with a huge Were-Worm (a creature that's much like the Wyrm but with a more dragon-like head) as its trunk. That allows the player to make Were-Worm attacks, in which the MotE player can summon the Were-Worm anywere on the map, where it will act like a Wyrm, except for the fact that when the time finishes, the Were-Worm will just return to the fortress.

The MotE's fortress' extensions would be:
a) Tower: Fires arrows. Follows the style of the ones that are one the Mûmakil.
B) Wall hub: Allows wall building.
c) Market: Provides resources.
d) Tavern: Works like a dwarven hall, but it also allows the fortress to produce Corsairs of Umbar.

The MotE's walls would be just a palisade made of the same fabric that is on the Mûmakil's towers. When the Royal Palace upgrade is researched, the palisade becomes an arabic-looking stone wall. Each segment can be turned into a:
a) Tower
B) Gate
c) Serpent Banner (leadership and experience bonuses). It basically looks like a wall hub with a Haradrim banner on it.

Posted Image

*Heroes
a) Sulladân the Serpent Lord: Haradrim chieftain, who got his reputation when fighting the Khandians -when he, by the way, killed their king, Vangaris. His powers are to Mount (lvl 2), to give leadership (lvl 3), Avengeful Dash (one-hit ability, deals tremendous damage on enemy heroes, lvl 5) and Serpent Lord (like Glorious Charge, lvl 7) This is him.
B) Khamûl the Easterling: Second in command of the Nazgûl. Once an Easterling lord, now he's a Nazgûl that hides behind a mask made of precious mithril, his face horribly scarred after falling into Mount Doom. His powers are: Mount, Leadership, Dread Visage, Morgul Blade, Gold for News (like Wormtongue's "Corrode Allegiances) and Screech, not necessarily in that order. This is him.
c) Drôzhna: Hâsharin hero. Well-known because of his extremist loyalty to Sauron and his betrayal to the Lords of Umbar. He has all the abilities a normal Hâsharin would have, but he also has other two abilities: Toggle (between knife and dagger-throwing modes, lvl 3), and Viperin Tongue (like Saruman's Wormtongue ability). He basically looks like a Hâsharin.

*Spells:

The spells for the MotE would be:
a) Haradrim Rage (like Warchant, 5 points)
B) Wasteland (like Tainted land, but gives stealth-ity instead of an armor/attack boost, 5 points)
c) Spies (reveals a huge portion of the map, like Vision of the Palantír, 5 points)
d) Serpent Plague (summons a bunch of poisonous (but very weak) snakes that can reveal stealth units, 10 points)
e) Outpost (creates an instantaneous tower, 10 points)
f) Untammed Allegiance (10 points)
g) Arrow Volley (10 points)
h) Mordor Allies (summons a bunch of orcs and two trolls, 15 points)
i) Allies from Kârna (summons Kârnan Sentinels, that are always stealth and that can switch between bow and sword, 15 points)
j) Darkness (15 points)
k) Sand Tornado (summons a big Sand Tornado, like Galadriel's but a lot bigger, 25 points)
l) Shift Sands (created shift sands in a determined place, sinking all soldiers in it, allies and foes, 25 points)

Now, since Mordor won't have the Haradrim anymore, they need units to take their place, for example:

a) Great Ram: A ram that basically looks like Grond, and that is pulled by the Great Beasts. When attacking units, the Great Beasts do it like Mûmakil. Orcs with fire arrows would shoot enemies from the tops of the wooden columns of the ram. And when attacking buildings, it's the Great Ram's chance.
B) Morgul Pikemen: Uruk-Hais that fight for Mordor. They carry long spears and shields. They'd replace the Soldiers of Rhûn.
c) Black Uruks: Uruk-Hai grunts, just elite infantry (that, by the way, Mordor really needs). They can switch between sword and bow. They'd replace the Corsairs and the Haradrim Archers.

The Grat Ram should come from teh Great Siege Works, while the Morgul Pikemen and Black Uruks could come from a Black Uruk Pit or something like that. The Tavern, since it now won't produce Corsairs, and it will ONLY be a tech research center, it can be turned into some kind of black spiky building called Black Arsenal.

What do ya think?

#36 Mathijs

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Posted 16 June 2006 - 04:26 PM

Great ideas, and thanks for taking the time to post them here.

However we have our own ideas which aren't really close to yours, and we will use ours.

Mordor will get Orcs of the Morgul Vale as a replacement unit for the Haradrim. An update featuring them will be in a week.

No fuel left for the pilgrims


#37 Guest_Orc Master_*

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Posted 16 June 2006 - 04:29 PM

Those images that don't show are these:

Haradrim Fortress

Haradrim Fortress - Fully Upgraded

Haradrim Buildings - 1

Haradrim Buildings - 2

Haradrim Buildings - 3

Far Harad Man

#38 Guest_Orc Master_*

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Posted 16 June 2006 - 04:35 PM

Oh, well, thank you... Anyways, tell me if you like the drawings, and if you need a concept artist I draw pretty good. I'm also good with textures, since I was a modder for Age of Mythology.

Thanks for taking time ti read my ideas :blink:

#39 Mathijs

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Posted 16 June 2006 - 04:59 PM

Those pictures don't work, but add me on msn and we'll talk about any future help :blink:

ffx_matias@hotmail.com

No fuel left for the pilgrims


#40 Guest_Dempsey_*

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Posted 24 July 2006 - 11:01 PM

why don't you add easterlings to harad and change the name of the faction to evil men




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