Why thank you Nertea. Might it be implemeted into the Mod?The Durin's Day idea is better than my weather idea.
@ Bard, I was basically agreeing with Cnaterbury and Cahik, I like their ideas.
Posted 19 June 2007 - 06:42 AM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
Posted 19 June 2007 - 08:34 AM
I'm not saying that there's anything wrong with it, but when have you seen a Spellbook power that decreases allied unit stats?What is wrong with this? Like 5 point power which gives +50% range, +150% damage and -25% attack speed. They will be still more powerful...much more powerful then before.^^ I don't know; that one sounds more like a unit ability rather than a spellbook power. Just saying this, but when have you ever seen a spellbook power that temporarily decreases unit stats (apart from other mods)?
I hope this is possible, although it ain't all that realistic...still, how freakin' awesome will it be to just make a group of enemies vanish and appear a second later on a totally different part of the map, leaving the player saying "What the f@#*!". I would really like to try this one out.How about a power for Harad, called something like "shifting sands". You would cast it on a group of your units, and then cast it somewhere else on the map. Your units would then show up there, in a sandy-vortexy effect area. Perfect for ambushes. It could also work defensively; if a large group of attackers showed up all of a sudden, and you have no one to defend you territory, cast it, and put them somewhere else. You could come up with all sorts of strange tactics. Not sure if it's possible, but eh.
I really like the concept of Dwarven Masonry, Elven Bows and Dwarven Jewels. They would really give Dale a bonus. Morning Fog could use a little something extra; it's the final power for Dale after all.Dale:
Elven healing
Dale employs the healing skill of the Mirkwood Elves
Lush Valley
A lush green thicket thicket sprouts, similar to Elven Wood
Dwarven Jewels
A passive resource power, boosting resource structures by 3 resources
Rhovanion Alliance
Summons a group of Dwarven Mirkwood Maethor and Dwarven Warriors to aid you.
Elven Bows
Passive: Dale marksman arccuracy is increased by 60%
Cloud Break
Sun Beams break the clouds
Dwarven Masonary
Passive: Dale Strucure health is increased by 55%
Morning Fog
Large radius spell which decreases enemy vision by 100%
Edited by Olorin, 19 June 2007 - 08:35 AM.
Posted 19 June 2007 - 02:15 PM
Edited by Azrael, 19 June 2007 - 02:15 PM.
Posted 19 June 2007 - 02:44 PM
Edited by Alsch, 19 June 2007 - 02:50 PM.
Posted 19 June 2007 - 03:27 PM
Edited by Uruk King, 19 June 2007 - 03:35 PM.
Posted 20 June 2007 - 04:09 AM
Wow, Bard. I didn't know there was anyone else here that liked AoM! Cool.
How about this: can't think of a name, surely someone can think of something creative. You cast it on an area, and the land is changed to sand, just like tainted land - with bonuses, except that some snakes are summoned along with it. Theses snakes are friendlies, but uncontrollable. These snakes defend the area of land, and attack any enemies in their territory. After a while, the snakes disappear, but the sandy area does not. The snakes don't deal gobs of damage, but enough to force the enemy to reconsider their strategies/routes.
Also, there could be a power called "mirage" that makes an area of land appear psuedo-invisible, with enemy only seeing the "waves" you see in a mirage. They can't see your troops (or lack of) in this area.
Posted 20 June 2007 - 05:45 AM
Posted 20 June 2007 - 07:29 AM
I really like these ideas for Harad. Nice going Azrael.I think the Masonry and Elven Bows idea seems more like an upgrade from a building and less like Spellbook Powers. But, I do like them
I think that "Shifting Sands" is too unrealistic. What about "Scorching Sands"?. It summons an area of sand that gives allies +50% Armour and negates enemy leaderships, but it does damage over time to enemies?
Harad:
Tier 1:
(1) Serpent Banner ~ Summons a large banner that gives nearby allies +25% Damage and +25% Armour
(2) Scorching Sands ~ (above)
Tier 2:
(4) Oasis ~ Summons an Oasis that temporarily heals surrounding allies
(6) Dark Alliegence ~ Summons battalions of units from Umbar, Khand and [Third Mini-faction] (No mumaks)
(5) Trade Route ~ Increases production of all Resource buildings by +35% across the map. Passive power.
Tier 3:
(7) Heatwave ~ Dispels weather effects, increases allied/decreases enemy armour by 30% across the map
(8) Stampede ~ Summons 5 fully upgraded/fully manned Mumakil
Tier 4:
(10) Desert Storm ~ Creates a harsh wind that speeds up allies/slows enemies by 50%, decreases enemy Range by and Vision by 60%, and grants immunity to fear to allies. (All effects are map-wide effects)
The numbers in brackets are the Power Point costs.
How does that sound?
That sand idea is interesting...I like it. The mirage power looks awesome, but it sounds too hard to pull off (knowing me, I'm probably wrong ). Although, with the mirage I agree with Canterbury: it's probably better to make an actual mirage of an army (or something similar), thus throwing the enemy completely off-balance. Still sounds too hard though.Wow, Bard. I didn't know there was anyone else here that liked AoM! Cool.
How about this: can't think of a name, surely someone can think of something creative. You cast it on an area, and the land is changed to sand, just like tainted land - with bonuses, except that some snakes are summoned along with it. Theses snakes are friendlies, but uncontrollable. These snakes defend the area of land, and attack any enemies in their territory. After a while, the snakes disappear, but the sandy area does not. The snakes don't deal gobs of damage, but enough to force the enemy to reconsider their strategies/routes.
Also, there could be a power called "mirage" that makes an area of land appear psuedo-invisible, with enemy only seeing the "waves" you see in a mirage. They can't see your troops (or lack of) in this area.
Edited by Olorin, 20 June 2007 - 07:32 AM.
Posted 20 June 2007 - 07:56 AM
Posted 20 June 2007 - 08:40 AM
Posted 20 June 2007 - 08:42 AM
Good point. Meh, I might as well include them, unless someone tells me that they've already been done.No, they didn't forget.
The staff merely asked the public to think up ideas for spellbook powers.
Sure is.That's a long dedicated list there.
Posted 20 June 2007 - 04:38 PM
Posted 20 June 2007 - 04:39 PM
thisWhat do you mean "no"?
Shall we try guessing the spellbook powers for Isengard and Rohan? (If we can)
No
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