SEE Spellbooks
#182
Posted 15 November 2007 - 02:38 PM
#183
Posted 15 November 2007 - 02:41 PM
yes, that was the name
*have to read the english LotR Books again:P*
Watcher in the water... would a nice idea, but then the stones should be removed (don't know, if it's possible).
Why replace Tom?
I wouldn't replace him, I would say:
Let him cost more Spellpoints and make him stronger
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
#184
Posted 15 November 2007 - 03:07 PM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#185
Posted 15 November 2007 - 05:33 PM
Staying true to the lore, Tom would NEVER have gone into any battle, so Radagast would indeed be a better choice for a spell. But Tom's fine with me, too.Why replace Tom?
I wouldn't replace him, I would say:
Let him cost more Spellpoints and make him stronger
Build me an army worthy of Mordor!
#186
Posted 16 November 2007 - 01:43 AM
Also....maybe the watcher could also serve as a naval unit for Moria, smaller perhaps?
powers...hmm....moria could have something like an undermine...but like this giant glowey-lava hand busts out of the ground, and opens (like the cave), and then like 6 battalions of warriors bust out.
#187
Posted 18 November 2007 - 04:50 AM
#188
Posted 18 November 2007 - 05:08 AM
I dunno....in the books, the Army of the dead were fighters and fought.I agree with if you are going to keep Tom in then keep him more powerful. If he could look at the ring and laugh, then put it on and nothing happens, then obviously he is worth more than 12 spell points. I wouldn't even be surprised to see him take the place of something like Army of the Dead
Tom B. wasn't really a fighter...at all.
Just my thoughts...
#190
Posted 18 November 2007 - 10:55 AM
...
But lately I have thought up more for other factions
Goblins = goblin archer trap
elves = mirkwood archers trap, only deployable near trees
motw = rangers trap, only dployable near trees
Isenguard = warg trap
I really like those ambush and Warg ideas! I've always wanted to have a proper ambush power/ability.
#191
Posted 19 November 2007 - 09:55 AM
Well what about giving the builder unit(or spellbook) the possibility to build a cage anywhere on the battlefield with 3 wild wargs in it, then you can push a release button and those wargs attack anything within range. Maybe give them a time limit(starving) after leaving the cage, to prevent the map from being filled with wild wargs.
Edited by Wundai, 19 November 2007 - 09:57 AM.
#192
Posted 19 November 2007 - 10:16 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#194
Posted 20 November 2007 - 07:05 AM
This was my warg trap idea. I later thought we could make similar for all factions.
A spell for the isengard...maybe even goblins faction. I originally called it the warg trap but it might even work for other units. The thought was to select the spell which would generate a small circle on the field which the player would control. This circle would be red ( to signify it could not be used ) only when it was over land it could not deploy on. The only land it could deploy on would be land that had large boulders or bushes and trees. Once clicked on a warg would appear next to the tree,bush or boulder and then move behind the tree,bush or boulder and dissappear from view.
There it would stay, out of sight from the player and all other opponents. The only thing the player would see is a field of view around where the warg is hiding. But if any opponents draw too close to where the warg is hiding it will jump out at them and try and drag any infantry back down into its whole, kicking and screaming ( insert evil laugh here ). Once it is back down in it's whole it will have a recharge timer that until replenished will not jump out and attack again ( maybe even insert the sounds of screaming or bones being crunched on followed by a burp ). Also once back in it's whole it will be completely safe from any opponents.
And to add a little more evilness ( is that a word? ) Why not make this warg level up to level 5 like normal wargs but when/if it reaches level 3 a second warg is added to the trap, making two wargs jump out and drag infantry back down the whole. And if it is lucky enoug to reach level five another warg is added Making a total of three wargs to the trap. The only way an opponent would kill this spell would be to kill all the wargs.
Edited by ttandchotmail, 20 November 2007 - 11:40 PM.
#195
Posted 20 November 2007 - 05:21 PM
But what you are saying is the only time the Wargs can be killed is when they get out of their hole and have an animation where they attack enemies? Not alot of time to attack something then
Furthermore this sounds alot like the warg caves/goblin caves to me
But the idea of an animation sounds very cool to me
#196
Posted 20 November 2007 - 11:38 PM
Yeah I guess it isn't much time, but one warg against a battalion of any unit usually dosn't last long. I thought an ambush/ trap spell would be something a little different for our spellbooks. To me they need a little spicing up.
The elven ambush would be similar. Once again it could only be deployed on certain terrain ( trees ). And at the start only one elf would be present but as this spell levels up another one or two would arrive. And would fire 2 shots giving the enemy units time to reach him and attack him if need be, before he would stealth again.
#197
Posted 21 November 2007 - 01:06 AM
#198
Posted 21 November 2007 - 01:32 AM
You might wanna check it out....
...
- Pûkelmen Stonering 'Location Summon' (Stonering akin to the entmoot with different skins and statues instead or in addition of stones; unselectable Drûedain defending the ring against enemies of MotW.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#199
Posted 21 November 2007 - 02:42 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#200
Posted 21 November 2007 - 02:46 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
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