General Comments/Suggestions
#321
Posted 02 March 2008 - 02:08 PM
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#322
Posted 02 March 2008 - 02:17 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#323
Posted 02 March 2008 - 03:54 PM
imagine situation, this actually happens a lot
" you have lvl 5 ( dont consider Rj lvl 10 now ) for example uruk wariors, heavy armors, forged blades, - catapult hits em, and theyr hp falls to lets say 1/3, they CANT just respawn coz none of em died, but they all are half way to abyss becouse theres no way for them to heal. And you dont want to loose them either, considering they are one of you best units ( having max lvl, upgrades ). And becouse they cant heal, even some stupid goblin wariors, could take them down.
And loosing one of my best units makes me pretty much angry ( my wrath usually leads to early finish of the game, becouse i wanna revenge on enemy - which costs him his life ). I dunno about you but loosing good stuff propably wont let you untouched
and about that evil etc etc. . . . consider what you said, even mordor has his weterans units which survived many battles - gothmog included ( not refering to him as Game hero, but as a character )
Edited by Myrdin, 02 March 2008 - 03:56 PM.
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#324
Posted 02 March 2008 - 06:12 PM
#325
Posted 02 March 2008 - 06:44 PM
"well sorry guys, you aint gonna be healed, . . . what ? im no rasist i know you dudes are uruks, but we just dont take evil costumers, sorry try in next country "
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#326
Posted 02 March 2008 - 09:14 PM
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#327
Posted 02 March 2008 - 11:46 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#328
Posted 03 March 2008 - 04:27 AM
Unfortunately it seems like some factions possess both wells and large hordes, and their infantry is very strong and even upgradeable to boot. This is very unbalancing. Dare I say Arnor?
As for harassing, I've never been a fan of that play-style. The fragility of buildings was kind of an artificial mechanism instituted (or more accurately, cloned from RTS tradition) to enhance tactical play. But it also completely ruined the point of siege warfare, making every structure trivial to destroy, and making fortifications a waste of money and a large waste of game development time.
No effort I have seen thus-far to make walls important has had any kind of success. The trouble is that mod developers have been focusing on walls, when walls aren't the biggest problem (although I agree they should be stronger). The biggest problem is that your essential structures take simply too much space. If you can't fit all of your essential structures behind a wall small enough to be defended, why bother? What good putting all of your barracks behind a wall, when all your farms are dust, and you have 23 gold to your name?
So in order to make walls important, you have to make it so that farms can be protected by walls, without wasting 30k in resources to wall off an entire side of a map, and watching it the whole plan fail because some catapult breached the wall at one single point. Smaller walls = easier to defend and easier to repair = more viable. Some mods have attempted to make farms fit behind walls by decreasing their gather range. That doesn't work. Troops still need room to walk behind those walls, after all, and tripping over 35 farms placed elbow to elbow doesn't really add a fun-factor.
IMO the way to do it is to make multiple versions of farms. Some that cost 300 and produce 15 per tick. Some that cost 800 and produce 30 per tick. Some that cost 2000 and produce 60 per tick. Now players will notice that it's more cost effective to spread their farms out all over the map (and probably will start this way), but in doing so they have difficulty defending them all. Or they can rip down their old farms and put better ones into use, and still manage to fit them behind a wall. It's an investment. Prices would have to balanced ofc, I'm just spit-balling. But if properly balanced it opens up additional tactical possibilities. You could shrink your defensive requirements for a premium price.
Anyway, that's probably not a suggestion appropriate to a BFMEI mod.. So back to the topic lol.
The old BFMEI style works somewhat well, because at least the farms are close to fortifications. But I don't see anything wrong with building farms around captureable buildings. It worked in BFMEI. I didn't find it overly taxing to defend my captured areas in BFMEI (partly because they couldn't be destroyed quite as quickly). The trick is to only have a lesser number of captureables - not as many as are on the maps now. So that you are forced to defend only a few at a time.
The key in BFMEI was that capturing buildings encouraged combat. It took long enough to kill a building, that you were sure to face some opposition while doing it. You had to win a battle probably. That's the point of a wargame imo. Why play a game where 50% of play is about winning battles vs defenseless buildings, and then running away?
Edited by Dalmp, 03 March 2008 - 04:32 AM.
#329
Posted 03 March 2008 - 12:41 PM
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#330
Posted 03 March 2008 - 08:33 PM
arnor battallion sizes are not that large, they are pretty standard (on par with gondor and rohan). every evil faction still has larger battalion sizes (at least for some infantry). and i dont believe that the arnor infantry are quite good enough to warrant the size reduction of the dwarves or elves.
#331 Guest_Guest_*
Posted 05 March 2008 - 12:27 AM
#332
Posted 08 March 2008 - 01:42 PM
but some what this version (actually im new to this mod but played a lot of SEE mod before) is annoying me for sieges are too easy
a fortress being "bang" down by a ram in 3 hits is really not fun nor real , is this what the mod is aiming for ? more arcade style ?
in my thought in order for a fort (city) to be siege , you first need to surround the place (in which first you defeat enemies at the outer rim) then you can use siege weapon on it , and really thats what i hope for the game and the mods , and not like unstoppable rams going juggernaut style on walls and buildings
and theres a lot of "little things" where this mod misses ( example where heroes have a bit more costum made powers to suit their character , and which SEE mod has an excellent job on)
im not here to compare mods , as really this mod has a lot more new content than SEE but its just not as deep to my opion
By hey its still beta , and i really hope this mod will continue to rock XD
Edited by whitewolfmxc, 08 March 2008 - 01:45 PM.
#333
Posted 08 March 2008 - 05:28 PM
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#334
Posted 08 March 2008 - 11:54 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#335
Posted 09 March 2008 - 11:06 AM
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#337
Posted 09 March 2008 - 11:50 AM
"From this seal shall arise the doom of men,"
"who, in their arrogance, sought to wield our fire as their own."
"Blindly they build their kingdoms upon stolen knowledge and conceit."
"Now they shall be consumed by the very flame they sought to control."
"Let the echoes of doom resound across this wretched world, that all who live may hear them and despair."
"Tremble, mortals, and despair! Doom has come to this world!"
#338
Posted 09 March 2008 - 07:25 PM
You know good faction inns can recruit Hobbits, regardless of faction, you think there could be some kind of everyone-can-recruit unit for evil?
i believe that the corsairs of umbar were for that slot, but for whatever reasons their button doesnt show on an inn.
#339
Posted 30 March 2008 - 10:10 AM
I have some ideas
Arnor
Men of Arnor Spearmen
Gondor
Knights of Gondor
Rohan
Rohan Royal Guard On Foot
New Hero Skin
Erkenbrand
I like Rj_Rotwk mod
Edited by Blendor, 30 March 2008 - 10:15 AM.
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Special Extended Editiom, Rj-RotWK, Wars of the East, Battles of Gondor. The Elven Alliance
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#340
Posted 30 March 2008 - 03:14 PM
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