Comments & Suggestions for Beta 4.5
#582
Posted 08 August 2007 - 03:35 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#583
Posted 08 August 2007 - 03:39 PM
I have zero skinning ability, but perhaps I could at least try to make a more movie-like treb. My biggest problem would be limiting my polies, lol.3) Can't be done since the soldier models are part of the trebuchet model, which would scale them both. I've always wanted a more movie like model for the trebs as well, but I won't go there to avoid any further comparisons with RA. So the trebs will stay the model it is from EA, but we might separate the men from the model so we can at least scale it
And Sadous, if you ever call a trebuchet a catapult again, I hereby decree you shall either be flung by the trebuchet, or crushed by its counterweight. Seriously.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#584
Posted 08 August 2007 - 03:43 PM
I would like to know if is planned to add a spamable unit for each faction. I think that the best way to this would be with some requirements, like the Golden Hall. I have a couple ideas for units and structures, please comment them. The structures could have the same function: Resource production, hight costs, enable spam units, and mabye produce a basic infantry (this idea I got for the dwarves, since their basic infantry is MEN of dale).
Dwarves
The already planned Miners- The structure would be am uber mine (mabye change the name of mithril mine, and limit it to one, producing a LOT of resources). My name suggestion would be Iron Hills Mine. This could enable also the production of Iron Hills Grunts, mabye using the Berzekers models (with swords). Men of dale could be turned in toggle sword/bow.
Elves
I cant imagine elvish spam. But as AI goes crazy with hobbits, they could be this unit. The cost of hobbit house could be raised, and mabye change the name to Hobbit Farm, so it could produce resources.
Isengard
Not sure yet about the unit -Ruffians from the shire or the Uruk Scouts. In the 1st case could be a forced-work pit in the shire, where Saruman slaved the hobbits (read the scouring of the shire). In the second, I don't gave any idea .In both cases should produce resources.
Mordor
Orc slaves (Snaga). The lower ranks among the orcs. The building I don't have an idea also.
Goblins
For those guys mabye not a spammable unit, mabye and upgrade to lower their cost. So they would really SWARM. The building could be a scavanger pit.
MotW
Already in game and working.
Please suggest some of the missing buildings. Only if you liked the idea, of course
And sorry by the long post.
#585
Posted 08 August 2007 - 03:47 PM
Pull that off and you're on the team
@Bier: your post was so packed with things that I must comment it later. Have to run off for a while...
Edited by Nazgûl, 08 August 2007 - 03:45 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#586
Posted 08 August 2007 - 03:48 PM
@ Bierrman....everybody have spam units? IDK....interesting idea, tho. And a lotta buildings, too.
#587
Posted 08 August 2007 - 03:50 PM
#588
Posted 08 August 2007 - 03:51 PM
I don't like spam units, it brings back rush tactics. Just build up your base and realize that all of your units are valuable.To change this climate of suspected acusations and etc, I will post something
I would like to know if is planned to add a spamable unit for each faction. I think that the best way to this would be with some requirements, like the Golden Hall. I have a couple ideas for units and structures, please comment them. The structures could have the same function: Resource production, hight costs, enable spam units, and mabye produce a basic infantry (this idea I got for the dwarves, since their basic infantry is MEN of dale).
Dwarves
The already planned Miners- The structure would be am uber mine (mabye change the name of mithril mine, and limit it to one, producing a LOT of resources). My name suggestion would be Iron Hills Mine. This could enable also the production of Iron Hills Grunts, mabye using the Berzekers models (with swords). Men of dale could be turned in toggle sword/bow.
Elves
I cant imagine elvish spam. But as AI goes crazy with hobbits, they could be this unit. The cost of hobbit house could be raised, and mabye change the name to Hobbit Farm, so it could produce resources.
Isengard
Not sure yet about the unit -Ruffians from the shire or the Uruk Scouts. In the 1st case could be a forced-work pit in the shire, where Saruman slaved the hobbits (read the scouring of the shire). In the second, I don't gave any idea .In both cases should produce resources.
Mordor
Orc slaves (Snaga). The lower ranks among the orcs. The building I don't have an idea also.
Goblins
For those guys mabye not a spammable unit, mabye and upgrade to lower their cost. So they would really SWARM. The building could be a scavanger pit.
MotW
Already in game and working.
Please suggest some of the missing buildings. Only if you liked the idea, of course
And sorry by the long post.
@Nazgul: Sweet, but any horses will probably be appended EA models since I'm crap at organic modeling!
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#589
Posted 08 August 2007 - 03:53 PM
#590
Posted 08 August 2007 - 04:09 PM
I'll start by Friday, right now I'm dogsitting at my Aunt and Uncle's till Thursday...
Edited by Lord of the Rings Junkie, 08 August 2007 - 04:22 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#591
Posted 08 August 2007 - 04:40 PM
#592
Posted 08 August 2007 - 05:13 PM
LotRJ: Yes off course I mean an EA model But I know that binding horses is something that even TDP is not fond of :s But it would sure look good to have two horses pulling large trebs on wheels =) Just as Mordor catapults shouls have Trolls, but without new anims it would suck :/
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#593
Posted 08 August 2007 - 05:14 PM
#594
Posted 08 August 2007 - 10:49 PM
The Iron Hills grunts would replace the Men of Dale as basic dwarven infantry, because it doesen't have a dwarven look anymore, the AI makes a whole army of Mens of Dale
#595
Posted 08 August 2007 - 10:52 PM
(-)_(-) ). the good factions are about quality.
#596
Posted 08 August 2007 - 11:15 PM
For the elves could be an extra damage or defence upgrade do match the numbers. Or mabye avari elves.
But to Isengard I have no ideas of what could be done to fit the main idea of the faction.
The way I imagined this would be:
Ex: Build the Iron Hills Mine (cost could be like 5000). Then, research the upgrade wich enables the production of miners (cost about 1500). It also could enable recruit some new heroes and units (ex: the idea of Iron Hills Grunts) and upgrades for the units (advanced training or whatever).
Edited by Biermann, 08 August 2007 - 11:21 PM.
#597
Posted 08 August 2007 - 11:18 PM
because it doesen't have a dwarven look anymore, the AI makes a whole army of Mens of Dale
That will be controlled for all support units in 4.5 (controlled numbers), much like elite units.
- Peasants
- Hobbits
- Men of Dale
- Corsairs
- Dunlendings
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#598
Posted 10 August 2007 - 01:02 AM
But I think that the miners and the peasants (if anyone else be added) should require at least an upgrade, if not (for miners) a building and the upgrade.
And what about the Iron Hills Grunts and the Men of Dale toggle idea?
Edited by Biermann, 10 August 2007 - 01:05 AM.
#599
Posted 10 August 2007 - 09:06 AM
Econ structures:
The economy structures of Evil factions should not improve in efficiency as they level up. A strong "turtle" economy should be next to impossible with evil armies (they can still gain defenses and what not). Evil economies should be highly dependent on pillaging as a means of income, encouraging them to always be aggressive.
Pillage should either be intrinsic to most basic Evil infantry or be available as a 5 PP power. As of right now, there isn't much reason for the AI to pursue its favorite tactic of sending wave attacks against Farms...in fact, I usually take my time reacting to Orcs attacking my Farms because they're so ineffective.
Pillage not only encourages Evil faction to play correctly and be aggressive, but encourages Good factions to be vigilant in responding to any threat to their economic structures (which suits their style as well).
Rhun/Harad could be an exception.
------
Flanking:
Flanking penalties should be raised against Evil Factions not only because their armor is all directed towards the front but because Orcs and other Evil foot soldiers tended to panic easier when attacked from an unexpected direction. If the norm is 200% damage from flank attacks, consider raising it to 300% vs. Evil factions.
------
Shields:
I've seen some mods implement things like a "Mithril Vest" ability for Frodo that gave him a % chance to escape a hit entirely. I'd like to see infantry w/ shields have a similar % chance to block feature (some skilled units w/o shields (Elves. Rangers, etc.) could have a similar chance to dodge).
Edited by Dzhon, 10 August 2007 - 09:06 AM.
#600
Posted 11 August 2007 - 04:55 PM
Pillage would work great as a 5pp spell.
2) Simply a great idea
3) I escpecially like the shield % idea. Frodo's mithril vest would be great rank 1 power (as he got it before he did any major fighting). It would give him a 100% armor bonus? It is mithril...
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users