Okay, here are my ideas for Harad. I tried to make them as unique and far off from what is already in as possible. Maybe you could use some of the ideas
:
HaradTraps of the Haradrim - 2 PP
Summons a trapped area in any un-shrouded area of the map. Enemies cannot see it, and when enemy units are moved over or placed on it, they fall into the ground and are trapped (or merely die if falling into the ground is not doable). The area of the trap should be fairly small.
March of War - 1 PP
Haradrim gain a +40% Damage and +20% Armor boost when moving in a group of 80 or greater (or however many is balanced, I don't really know what the Command Points are like now). Passive Power.
Civil Strife - 3 PP
Sacrifice two (maybe one, as two is kind of a big sacrifice) of your own buildings to destroy the enemies most expensive building (barring the Citadels)(based on Harad being a divided land, after you conquer your divisions, you get stronger, not really logical though, perhaps sacrifice two of your buildings to upgrade 4 hordes of Haradrim to Rank 3 or 4 as an experience buff type thing).
Shades of the Harad - 6 PP
Garrisons all non-base resource buildings with five archers. The resource buildings become stealth-ed and appear as build plots. The archers can then kill all enemies that come to the build plots. After a unit is killed (the archers should be able to one hit most units), the building becomes un-stealth-ed and attackable until all of those units are killed, after which the enemy must sacrifice more units to un-stealth it (maybe this should be a 15 Point Power...). Long recharge.
The Black Alliance - 3 PP
Allows you to purchase additional units from conventional Haradrim barracks (some new Orcs or something). Also, slightly increases the cost of basic infantry while giving them a modest boost to Health and Damage. Passive Power.
Desert Heat - 7 PP
Map wide effect. When enemy units are moving they very slowly loose their health. When enemy units are attacking they loose their health a little faster. They will gain it back if they stop moving or attacking. A very strong defensive move, as enemies should die before they can take out a building (of exhaustion). Note, as their health decreases, they should loose some speed and damage when reaching intervals (like 75%, 50% etc.). Has no effect on elites or heroes. Possibly get some reddish rust color FX over the map too.
Creed of Assassins - 9 PP
Summons two highly professional assassins. They cannot be seen by the enemy and they cannot be controlled. They will target enemy heroes by themselves and scout the map until they find some (so the AI better buy lots of heroes now
). After finding one they can kill him, at which point they become un-stealth-ed and attackable. Only one is needed to kill the hero, so if there is more than one hero, they will each target a different one. However, if only one assassin is targeting a hero, he (the targeted hero that is) has a 20% chance of survival (10% maybe). Should be a fast recharge.
Deserts of the East - 18 PP
Creates a fairly large area of dense sand. Enemies that are found in this area gradually sink into it until death (it is a slow process, so archers can still do some damage). Your own units can walk over it, but allies will be drawn in too. It has two uses really, it can be a slow army killing summoning, but it's main use should be as a defense, as it is easily avoidable, so it can be used to block off your outposts while you rebuild from an attack. Also, it can be cast on enemy outposts to stop production buildings in said outposts from working (well they can but it'd be a waste of money). Cannot be cast on an enemy base, that would be too crippling. When in use with Desert Heat enemies sink faster.
KhandEastern Sands - 7 PP
Creates an area around the mini-faction building with 3-4 build plots in which you can build sentry towers or resource buildings. Passive Power.
Oasis of the Desert - 4 PP
Summons an oasis that can heal friendly units. When the Desert Heat power is active enemy units are drawn to the oasis (it should be fairly large) and made delirious around it. They should not be able to defend themselves, so these two powers combined will make for easy kills. Has a recharge, but Oasis's last a long time, so you can have multiple ones out at once.
UmbarFisheries of the Haven - 4 PP
Grants an extra 1000 (I dunno, maybe two) resources every minute or so (whatever is balanced, for you guys to find out I guess). Decreases the cost of beasts (Mûmaks) and calvary (if there are some) by 15%. Passive Power.
Flames of the Port - 3 PP
Equips Corsairs with flaming projectiles (firebombs?) and equips Haradrim archers with Fire Arrows (Umbar was known for fire wasn't it?).
Edited by Gothmog14, 04 October 2007 - 06:37 PM.