General Comments/Suggestions
#521
Posted 31 May 2008 - 08:21 AM
when i want to take a " full scale war " ( dojob, surely knows what this line means ), i got to the normal " opened " maps, i noticed, enemy spams far more units and even gets thoose he normally aint - in Rjs.
and when i want a bit slover, and easier ( for those who have walkable walls ) game i take Rj, though beying restricted by the number of farms, i need to expand the terytory by capturing stuff like inn, and build in its " circle ".
good thing to have some kind, of the old BFME style back
"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!"
#522
Posted 31 May 2008 - 09:44 PM
This is just my idea for it:
-You start the mission with Aragorn, Legolas, Boromir (if he survived), Gandalf, and Gimli plus some peasants.
-Before you enter Edoras, you have to fight off a couple of hordes of wildmen. <Lore-wise this doesn't make much sense...
-After you enter Edoras you take out hordes of wildmen (and maybe some Uruks) that are attacking peasants and buildings (which consists of an armory, a couple of barracks/archery ranges, and maybe some stables). After you save groups of peasants, they become controllable. By the way, there would be quite a few hordes of wildmen in the city.
- When you work your way up to the Golden Hall, there could be a cut-scene between Gandalf and Grima Wormtongue. And then you have to fight him (he'd be level 10 by the way) as well as more wildmen. Also, Grima would convert one of your heroes (which would be decided randomly) before the battle begins. So if he converted Gandalf, you would be in a tougher situation.
- After you kill Grima, you gain control of Eowyn, Theoden, Hama, Gamling, and maybe a battalion of royal guards. You also gain control of unit producing buildings, armories (if you saved them from the wildmen hordes), and now you get the ability to close Edoras' front gates.
- A timer then starts for a final Wildmen attack on Edoras.
- Before the timer is up, you have to build an army on a limited amount of resources. This means that there can't be any farms in Edoras. The reason that I'm suggesting a limited amount of resources is so that you don't get a huge army already made for you at Helm's Deep.
-So after the timer is up, a Wildmen force attacks with loads of Wildmen and a couple of Ballistas, Wulf, and some Uruks. Therefore, the last objective is to survive the wildmen attack
This is just an idea if you guys wanted to add in an Edoras mission.
#523
Posted 31 May 2008 - 09:57 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#524
Posted 31 May 2008 - 11:20 PM
Starting defenses are just one of the things many superior RTS games have
Wrong.
DoW and SC don't have them, and they did fine without them. If a person is gonna turtle, then they should at least have to devote resources to doing so.
I don't see what starting defenses adds to the game except for what is basically 'easy mode', since you don't have to worry about an early attack and actually plan ahead as much. And this takes a significant layer of depth from the game since it effectively reduces the number of viable strategies (again, with nothing done by the defending player), which is bad.
Only an EXTREMELY turtle-based faction, like what I suggested for the Dwarves, should have starting defenses.
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And please add Bear-mans
#525
Posted 01 June 2008 - 08:17 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!"
#526
Posted 15 July 2008 - 01:35 AM
1. Combinable Heroes
A hero that can combine with troops will get really awesome. I thought the hero will be a squad leader instead of banner carrier. So the hero will strike the enemy along with the troops. I think it is good idea if the captains or the others individual unit can too.
2. More combine variant
Maximized the variant in one production house and hopefully it can combined with the others too and also the elite troops need some combine too either with regular troops or with itself.
3. Combine numbers
The increase in number of troops that can combine will get the units looks really structured. Like, the six fountain guards combined so it will look like this
[]--> Leader
[] [] [] [] [] [] [] [] [] []--> Troops
[] [] [] [] [] [] [] [] [] []--> Troops
[] [] [] [] [] [] [] [] [] []--> Troops
In original Witch King every faction has their unique troop; I hope that feature not missing. Like,
Gondor – White Knight (Related to the White Tree Mark)
Rohan – Gold Crusader (Related to their Castle name)
Elves – Noldor Warrior (Or Elven Warrior or both)
Arnor – Royal Guard (Don’t have a clue)
Mordor – Black Rider (Its look great)
Isengard – Death Bringer (Same as before)
Goblin – Balrog (I think this will do than the brood)
Men of the East – Black Scorpion / Red Serpent (Only the name looks cool)
5. Nazgul
Not all Nazgul must be a hero because they ability is almost same in one with another. I think the original will be the most fit where there are three Nazgul a hero and the rest is black rider. The black rider consist of six Nazgul can make as one hero or just an elite unit. We can build they are stronger than other unit because they the Nazgul. We can add the skill that you build earlier to the Nazgul hero or to Nazgul rider and I agree if the Nazgul hero can mount the horse too.
The other reason we can’t make too many heroes in one faction it will confuse the players who they want to use though he wants to used them all but not all the heroes can adds appropriate force.
6. Balrog
I think Balrog is not good to be a power because it has a skill set and not have good amount of health. So when we summon him too close to the enemies it can do just a thing or two before it dies in the other hand if we summon too far from the enemies it can do just a thing or two before it disappears. So I think the solution is to make it an elite units or hero.
7. Hero
About the new hero name some of them seems like not linked to the original but there are some who have a good bell too. Like Radagast or Azog. I think we should follow the originator way of thinking when he created names like Aragorn, Legolas, Gimli, Elrond, Arwen, Frodo, Gandalf, Saruman, etc. Maybe a name that bell like the original ones. About Men of the East, because we don’t know the names that the originator will use so I think the name like Saladin can make great impression on hero or a name like Central East warrior. For the hero of Men of the East I suggest a sorcerer, the appearance like a Sultan or Central East model will compatible with the troops.
8. Hero Skill
Saruman last skill is not really good. How about we changed it into Thunder Storm who looks like to word of power in effect but need some adjustment with the distance and there is a Witch King too. How come Witch King do not have great arsenal in his spell book, the ones like the word of power will do. Why the Word of Power? Because they all great wizard and Gandalf not so great in movies so why he the only ones who have a strong skill. And Boromir need skill like invulnerability.
9. Arnor Fortress
I think you don’t need to integrate add on buildings with the fortress because it’s not compatible. Because the Arnor fortress holds their round shape as trademark so we can make add on buildings as standalone not merging with the fortress itself.
10. Unit Production Buildings
I think your idea in Arnor will do in other faction too where the troops is divided by the Group not weapon. Like in elves for example. We can categorize the troops by their living place. Like, Rivendell, Lothlorien, Mirkwood where the units name will follow the buildings names like Rivendell Lancer, Rivendell Archer.
#527 Guest_Killboy the Elf_*
Posted 15 July 2008 - 02:17 AM
1. The hero attaching to a squad like in DOW so if he can attach and unattach at will it sounds good. He could even give a leadership bonus to the attached sqaud. Although they shouldnt attach to elites because of the powers issue.
2. Most troops can combine all ready and elite shoud only combine with themselves as there could be some issues with the powers.
3. I think they already have different formations like the soldiers protecting the archers.
4. I cant remember but i think there already is an elite horde for every faction. I know the Elven warriors were in a least andArnor has elite elves already. The scorpians a good idea for MotE though. The black horde isnt as the Nazgul are individual heros not a horde.
5. The Nazgul was one of the best ideas early on. They are individuals and should all be in sepratly and all able to fly fellbeast not be in a horde. It shouldnt confuse anybody.]
6. Not sure wats going on with the Balrog but if he is a hero he should have decent powers and a high cost like an Evil Gandalf.
7. I have no idea what you are saying so im probably getting the wrong idea. If your saying Radaghast and Azog are made up or not related then check the book Radaghast is a wizard who lives near Beorn and is a great friend of nature. Azog was a goblin leader who died in the battle of Azanz?bar or the Battle of the Five Armies against the Dwarves
Dont really get the rest of that section but MotE looks pretty good hero wise.
8. Saruman needs a good destructive skill like fireball changing getting more powerful each level. The Witch King in Mordor doesnt need many spells because in Angmar he was the sorceror. Boromir should get Last Stand where he gets double damage and cant die for a while. Cant remeber if he has it already i might be thnking of another mod.
9. Bits can come out of a round fortress so towers would look quite good. Walls however need some tweaking to merge right.
10. That only works for Arnor and the Elves at the moment. Gondor and Rohan needs a barracks for melle soldiers archery range for Archers. Arnor and Elves basically have Minifactions strung together.
Elves: Rivendell
Mirkwood
Lothlorien
Arnor: Arthedain soldiers
Rangers of Cardolan
Hobbits of the Shire
Elves of Eriador (Rivendell and Lindon)
#528
Posted 15 July 2008 - 08:46 AM
2.It's not enough, I think. If I'm not wrong, the Evil forces variation is not much nor the Good has enough variation. I am greedy.
3.I mean a much larger troop, maybe. Like in the movies when Eomer come with his Rohirrim or like when Theoden cast the Glorious Charge in Peleanor field. They all dashing forward together as one battalion.
4.Well they are but just to add up the libraries of troop. When we are at this why the elite of Gondor and Arnor is cavalry? I think it should stick with foot because it's they expertise, maybe. I think Argeleb is quite cool looking fellow, why don't make Royal Guard like him.
5.I mean confuse who we have to choose if we have limited resources. But if that can't do, How about a feature that can combine hero with another hero so we can have each individual Nazgul and also the Nazgul Horde (Black Rider) if they combined together?
6.Great if we can see Balrog for a long time so we can use his set of skill, you see.
7.Yes you are getting the wrong idea. I mean quite the opposites, I never heard the names of Radaghast and Azog before but they sound right and the fact it is you say. But it isn't with the rest of new heroes.
8.Well, either way Saruman need grand skill and Witch King too because I can't tell what the function of Dark Hour.
9.Right
10.I just thought that the category can change, perhaps. And thank you.
Edited by KingBradley, 15 July 2008 - 02:59 PM.
#529
Posted 15 July 2008 - 06:25 PM
2.Elites don't really need to combine as they could become op.
3.Not sure what you mean exactly, but if the battalion size is increased, that could cause an increase in lag, a major source of frustration in game players.
4.Elite units for each faction are being redesigned, I believe.
5.Hmm...Another thing that I think is impossible, code-wise.
6.If you use it right, you can use every Balrog power. I've done it, so I'd know.
7.Which new heroes sound out-of-place? All of them came direct from the lore.
8.I think hero powers are going to be tweaked in future, but far down the pipline.
9.Nothing to say.
10.Elves have already been divivded, at least in the private beta. Most of the other factions have what you ask.
#530
Posted 15 July 2008 - 06:28 PM
I got three suggestions
1) Change Ghorkhil's (sp?) name to Great Goblin. I believe he was intended to be the Great Goblin of the Hobbit, but was named Gorkhil for copyright issues. I'd rather see him (though he was dead by the time of the War of the Ring) than some EA's invention.
2) Add Grishnakh to Mordor, or change Snaga for Grishnakh. He was the General of the Dark Tower, he deserves to be a hero more than some random orc from Cirith Ungol.
3) Add Beregond to Gondor. I know Gondor already has many heroes, but I think that playing Beregond would feel different, as he is more of a soldier than a leader. However, he is important enough to be considered a hero, as he was the Captain of the White Company.
Edited by tomy, 15 July 2008 - 07:01 PM.
three times three.
What brought they from the foundered land
over the flowing sea?
Seven stars and seven stones
and one white tree.'
#531
Posted 15 July 2008 - 06:57 PM
2. He was? My lore is rusty.
3. I think something like that may be coming in the future. Hopefully, it is.
Edited by Crazy Intellectual Liberal, 18 July 2008 - 02:25 PM.
#532
Posted 15 July 2008 - 09:17 PM
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98% of teens have done pot. Copy and paste this to your signature if you are one of the 2% that are pot free.
92% of teens listen to nothing but rap. If you are one of the 8% that listens to real music(like metal...), copy and paste this to your signature.
I am a RJ fan, but i am too god-damn stupid to copy the sign in here...just ought to let you know!
#534
Posted 16 July 2008 - 01:39 AM
#535
Posted 16 July 2008 - 03:48 AM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#536
Posted 16 July 2008 - 04:58 AM
Mostly I can only say "I see". But can you explain why it is impossible for number 1 and 5? Is there so much change from combine troops? For Balrog I just want to see it longer.1. Not sure if that's possible code-wise.
2.Elites don't really need to combine as they could become op.
3.Not sure what you mean exactly, but if the battalion size is increased, that could cause an increase in lag, a major source of frustration in game players.
4.Elite units for each faction are being redesigned, I believe.
5.Hmm...Another thing that I think is impossible, code-wise.
6.If you use it right, you can use every Balrog power. I've done it, so I'd know.
7.Which new heroes sound out-of-place? All of them came direct from the lore.
8.I think hero powers are going to be tweaked in future, but far down the pipline.
9.Nothing to say.
10.Elves have already been divivded, at least in the private beta. Most of the other factions have what you ask.
Edited by KingBradley, 16 July 2008 - 04:58 AM.
#537
Posted 16 July 2008 - 06:53 AM
Nazzies will stay as they are...the coolest part about them is that there's so many of them...a very powerful hit and run strike force if you can afford them.
The balrog can completely demolish a base...it's a waste taking it against units.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#538
Posted 16 July 2008 - 02:55 PM
#539
Posted 16 July 2008 - 04:52 PM
I see this is the reason you cannot add this features to elites too.Heroes and troops just wouldn't work..with powers and skills and all....it just wouldn't
Is that why the elf new unit don't have any power at all?
Is the bombard ability works?
Can you explain more detail about it?
Why the features will not do if the unit have power or skill?
Edited by KingBradley, 16 July 2008 - 04:55 PM.
#540
Posted 16 July 2008 - 04:58 PM
And for heroes merging....well, for one thing there wouldn't be enough power slots for the merged units, they would fight rather awkwardly, they would gain whatever experience the hero already had, and if the hero died and the horde was level 2 or near a well, he would just respawn.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
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