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Mordor Faction Plan


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#21 sTRiker34

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Posted 16 February 2017 - 07:44 AM

Hi all!

After seeing Morgul orcs and you said they will be unlocked from Morgul sorcery upgrade from the fortress I came up with a idea hope you consider it :

What about giving a new ability to the Witch King? Which increases the recruit speed of Morgul orcs like call the horde spell but for the distinguish it from that spell maybe add the effect we saw in film the green light goes to the sky?

#22 Morgul Orc

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Posted 16 February 2017 - 08:03 AM

Hi all!

After seeing Morgul orcs and you said they will be unlocked from Morgul sorcery upgrade from the fortress I came up with a idea hope you consider it :

What about giving a new ability to the Witch King? Which increases the recruit speed of Morgul orcs like call the horde spell but for the distinguish it from that spell maybe add the effect we saw in film the green light goes to the sky?

I like the idea!

 

It can also be a possible ability for Gothmog but I also like it related to the witch king in regards to the green light.

 

And the ability will be a great balance as someone suggested that call of the horde should work also on the fortress for Morgul orcs but since those orcs are strong I think that would be a little bit OP.

 

Also, good to see you here Balrog!



#23 sTRiker34

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Posted 16 February 2017 - 08:08 AM

Hi all!
After seeing Morgul orcs and you said they will be unlocked from Morgul sorcery upgrade from the fortress I came up with a idea hope you consider it :
What about giving a new ability to the Witch King? Which increases the recruit speed of Morgul orcs like call the horde spell but for the distinguish it from that spell maybe add the effect we saw in film the green light goes to the sky?

I like the idea!
 
It can also be a possible ability for Gothmog but I also like it related to the witch king in regards to the green light.
 
And the ability will be a great balance as someone suggested that call of the horde should work also on the fortress for Morgul orcs but since those orcs are strong I think that would be a little bit OP.
 
Also, good to see you here Balrog!

Thanks for supporting my idea and good to see you here too my friend :)

It was stronghold of the Witch King so it is makes sense to me to make it linked to the Witch King but of course it is up to the team to decide

#24 Elessar_the_King

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Posted 16 February 2017 - 10:50 AM

It might be a good idea indeed.

 

 

Would Black Uruks have an upgrade? Or will they have simply better stats than basic orcs? Like a mid field unit?


“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”

 

ettenmoors.jpg

 


#25 sTRiker34

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Posted 16 February 2017 - 11:31 AM

It might be a good idea indeed.
 
 
Would Black Uruks have an upgrade? Or will they have simply better stats than basic orcs? Like a mid field unit?



I think you meant Morgul orcs because Black uruks are already in game and have better stats and they can get upgrades

#26 Elessar_the_King

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Posted 16 February 2017 - 12:05 PM

They both cost 400, the same price. I mean,  something like "superior training" as light upgrade for armour and experience boost.

 

Though Black Uruks are better than orcs,  I don't think they should as strong as Isengard Uruks. Morgul orcs seem to  have even a better equipment.


Edited by Elessar_the_King, 16 February 2017 - 12:10 PM.

“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”

 

ettenmoors.jpg

 


#27 FG15

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Posted 19 February 2017 - 09:48 AM

He Gathers All Evil To Him (Doom Pyres)

[...]

Flows of Sammath Naur (Lava Moat)

 

I think those to upgrade names are a bit too long and therefore not catchy enough.

Gathering Evil and Sammath Naur would be better names in my opinion. Nonetheless the whole sentence could be mentioned in the description such that no feeling is lost.

 

 

 

- Rank 2: Orc Malice

Gothmog gains +200% attack and +25% armor

- Rank 4: Time of the Orc

Nearby Orcs gain immunity to fear and terror.

- Rank 5: Lieutenant of Morgul

Orcs near Gothmog gain +33% attack, +33% armor, and gain experience 50% faster.
- Rank 6: Master of Siege

All nearby siege units gain increased firing rate and damage.

Could someone make it clear which of these abilities are supposed to be active and which are passive? 

At the moment they all sound as if they where passive, which I'm not that fond of at the moment. Else they are just active and passive auras, which I don't think is that interesting either.

Of course it is possible for a hero to have almost only passive abilities (a mod I once took part in had such a hero), but he should have at least one active ability at an early level with versatile uses, or he should have an interesting autoattack, or another special mechanique, such that it feels like he does something. 

 

If you want him to be an mostly passive hero, I would suggest something like this:

 

Gothmog is always on his warg. As he is no fighter and instead supposed to support his troops, his warg can't override enemies, but instead gives him a small speed advantage towards normal units, which isn't as big as regular cavalry. This speed advantage will be important in his concept.

 

- Rank 1, Lieutenant of Minas Morgul: Gothmog leads Mordors armies into battle. His cruelty encourages nearby orcs to fight stronger for a short time, the longer he stays at one place the longer and stronger this boni will get. Every 5 seconds the effects will get another stack.

Immunity to fear and terror for 10/20/30/40/50/60 seconds. Passive ability

Due to his speed and the lasting time of his leadership, Gothmog can ride from one side of his army to the other and grant boni to everyone, as well as staying at one position and maximize the boni for the nearby allies. This goes well with what we have seen of him in the movie. The third possibility is to prepare troops for war, as his maximized leadership lasts up to 60 seconds. Therefore his placement is of utterly importance for the player.

 

-Rank 3, Time of the Orcs: The Time of the Orcs has come. His leadership grants additional +5/10/15/20/25/30% damage and armor and +10/20/30/40/50/60% experience to nearby orcs for the durations. Passive ability

The passive leadership is improved and grants higher boni for a longer time, the longer he waits. Now the player has to decide even more, if he wants the boni to target more allies or be stronger for a few.

 

-Rank 7, Master of Sige: His leadership also targets siege units and grants them +10/20/30/40/50/60% more damage and attack speed for the durations. Passive ability

A further improvement of the passive.

 

-Rank 10, Attack Command: Gothmog commands the final attack of Mordor's foes. All units in large radius gain his maximized leadership. Left click to activate

The ultimate version of his leaderships. Note that his normal leaderships are still active, but of course won't stack with this one. So Gothmog can retreat the battlefield and welcome some new units back in the base. (We have seen how this ended in the movie)

 

This would leave one more ability, to be created.


Edited by FG15, 19 February 2017 - 10:20 AM.


#28 sTRiker34

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Posted 21 February 2017 - 12:41 PM

Hi AotR team and people on this forum,

I have a suggestion for your undecided Black Wyrm Banners upgrade. I think it can be a unit carrying a banner. Buffing Easterling units very greatly if you consider its cost. Or ıt can unlock a building for builders. Good factions have statues and Mordor can have it by that way but instead of a statue a flag you can build on a map.

Thanks for reading and you can improve this idea if you dont like it I am open to criticism :)

#29 saruman_the_wise

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Posted 23 February 2017 - 03:59 PM

I've got a suggestion for a level 2 ability for the Mouth of Sauron:

Lieutenant of Barad-dur [level 2]
Grants all nearby allies +50% to experience gain.

or

Grants a allies within the selected area a moderate boost to experience ( Basically the exact ability that the Mouth had in SaF same art would be nice too)



#30 Er-Mûrazôr

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Posted 02 March 2017 - 12:12 PM

Are you guys making a new model for the witch king? and in shadow and flame you planned to allow him to toggle between sword and dual sword and mace? will you be posting an update about him?


mmm.2.png


#31 saruman_the_wise

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Posted 30 March 2017 - 03:12 PM

Hey, just some suggestions here:

 

1) since as of right now only 6 Nazgul are being implemented, i'd suggest making the final 3 act as bodyguard/Slave units to the Witch king when he's on foot.

 

2) I'd also suggest making gothmog's Siege buff as an active ability, which once activated would make nearby siege weapons around him get the desired buff for "X" amount of time

 

3) Another suggestion would be to give Gothmog the ability to mount his warg on level 3-5? This way you can quickly maneuver him and his very much needed buffs across the battlefield.

 

4) and last i think The Mouth of Sauron is in need of an early game buffer such as a experience grant like Sarumans, but smaller in radius and lessened in the amount of XP granted, plus it would make him unique among the other mordor heroes (I'd also propose the ability be for level 2).

 

and that's my 4 cents. :)



#32 Mathijs

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Posted 30 March 2017 - 04:58 PM

1) I'd rather not... it feels unnecessarily compulsive to have exactly 9 Nazgul.

2) Yep, I want this.

3) I think the plan was to eventually make him move very slowly on foot (being that he's crippled) and giving him a mount to compensate.

4) I'd like this too. The MoS is kind of a mystery, we have no idea what to do for him.


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#33 MattTheLegoman

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Posted 31 March 2017 - 02:03 AM

Nine Nazgul is a must see! However, it seems like more of something I'd like in the campaign. Plenty of opportunity, and no need to balance them out for skirmish play then.


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#34 Eredin

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Posted 01 April 2017 - 06:25 PM

Personally, I don't like the idea of a cool hero like the Witch King with bodyguard/slave unit around him. To be honest I don't like this thing neither with Saruman and his uruk, like in the first demo. But it's only my opinion.



#35 saruman_the_wise

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Posted 16 April 2017 - 04:58 PM

How will the Nazgul's armaments and leaderships (buffing ones) fit in? Perhaps at Level 10; Khamul, Uvatha and Akhorahil will receive their armor upgrade (the new models) plus a permanent 20-50% armor boost, while also granting units their respective leaderships:

 

Uvatha -> Leadership to War Mumaks and Haradrim Archers

 

Akhorahil -> Leadership to Variags of Khand

 

Khamul -> Leadership to Easterling Archers and Pikemen.



#36 saruman_the_wise

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Posted 29 April 2017 - 01:02 PM

- Btw, i have a suggestion to differentiate the Black Uruks and Variags to a more meaningful degree; Black Uruks would no longer gain Heavy Armor and Forge Blades, but they would receive the Vanilla Blood Thirsty ability in which they can eat an allied horde to gain XP. Thus they'd level up faster than the variags but the variags would still be viable due to the upgrades. Also i'd limit the total amount of Morgul Orc hordes which can be trained to 5 or 6.

 

- Also i'd suggest reducing the Black Uruks build cost from 500 to 400. Their just not worth 500 resources.


Edited by saruman_the_wise, 29 April 2017 - 03:03 PM.


#37 sTRiker34

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Posted 29 April 2017 - 08:07 PM

- Btw, i have a suggestion to differentiate the Black Uruks and Variags to a more meaningful degree; Black Uruks would no longer gain Heavy Armor and Forge Blades, but they would receive the Vanilla Blood Thirsty ability in which they can eat an allied horde to gain XP. Thus they'd level up faster than the variags but the variags would still be viable due to the upgrades. Also i'd limit the total amount of Morgul Orc hordes which can be trained to 5 or 6.

- Also i'd suggest reducing the Black Uruks build cost from 500 to 400. Their just not worth 500 resources.


Well tbh I didnt like this suggestions. Why Morgul orcs should be limited in your opinion? Black uruks of Mordor elite orcs of Sauron and they can get upgrades I am okey with that why remove upgrades? Lowering their cost is a good idea :D
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#38 saruman_the_wise

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Posted 29 April 2017 - 11:33 PM

 

- Btw, i have a suggestion to differentiate the Black Uruks and Variags to a more meaningful degree; Black Uruks would no longer gain Heavy Armor and Forge Blades, but they would receive the Vanilla Blood Thirsty ability in which they can eat an allied horde to gain XP. Thus they'd level up faster than the variags but the variags would still be viable due to the upgrades. Also i'd limit the total amount of Morgul Orc hordes which can be trained to 5 or 6.

- Also i'd suggest reducing the Black Uruks build cost from 500 to 400. Their just not worth 500 resources.


Well tbh I didnt like this suggestions. Why Morgul orcs should be limited in your opinion? Black uruks of Mordor elite orcs of Sauron and they can get upgrades I am okey with that why remove upgrades? Lowering their cost is a good idea :D

 

As a beta tester i'm suggesting this based upon how i feel the balance is, in the version which i'am testing.


Edited by saruman_the_wise, 30 April 2017 - 12:01 AM.


#39 sTRiker34

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Posted 30 April 2017 - 08:01 AM

- Btw, i have a suggestion to differentiate the Black Uruks and Variags to a more meaningful degree; Black Uruks would no longer gain Heavy Armor and Forge Blades, but they would receive the Vanilla Blood Thirsty ability in which they can eat an allied horde to gain XP. Thus they'd level up faster than the variags but the variags would still be viable due to the upgrades. Also i'd limit the total amount of Morgul Orc hordes which can be trained to 5 or 6.

- Also i'd suggest reducing the Black Uruks build cost from 500 to 400. Their just not worth 500 resources.

Well tbh I didnt like this suggestions. Why Morgul orcs should be limited in your opinion? Black uruks of Mordor elite orcs of Sauron and they can get upgrades I am okey with that why remove upgrades? Lowering their cost is a good idea :D
As a beta tester i'm suggesting this based upon how i feel the balance is, in the version which i'am testing.

Well Mordor should be close to OP and it makes sense to me to have OP Mordor if you consider they can gather an army mix of different warriors from different corners of Middle Earth. Morgul orcs and Black uruks are better trained and armed orcs their upgrades important because of this. And if you limit them in numbers you limit the horde style gameplay of Mordor. Because only heroic units get limited numbers in this mod. I am against every limitations except heroic units.
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#40 saruman_the_wise

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Posted 30 April 2017 - 11:57 AM

 

 

 

- Btw, i have a suggestion to differentiate the Black Uruks and Variags to a more meaningful degree; Black Uruks would no longer gain Heavy Armor and Forge Blades, but they would receive the Vanilla Blood Thirsty ability in which they can eat an allied horde to gain XP. Thus they'd level up faster than the variags but the variags would still be viable due to the upgrades. Also i'd limit the total amount of Morgul Orc hordes which can be trained to 5 or 6.

- Also i'd suggest reducing the Black Uruks build cost from 500 to 400. Their just not worth 500 resources.

Well tbh I didnt like this suggestions. Why Morgul orcs should be limited in your opinion? Black uruks of Mordor elite orcs of Sauron and they can get upgrades I am okey with that why remove upgrades? Lowering their cost is a good idea :D
As a beta tester i'm suggesting this based upon how i feel the balance is, in the version which i'am testing.

Well Mordor should be close to OP and it makes sense to me to have OP Mordor if you consider they can gather an army mix of different warriors from different corners of Middle Earth. Morgul orcs and Black uruks are better trained and armed orcs their upgrades important because of this. And if you limit them in numbers you limit the horde style gameplay of Mordor. Because only heroic units get limited numbers in this mod. I am against every limitations except heroic units.

 

Then i guess will just have to agree to disagree.






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