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Moria (Goblin) faction


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#241 Garrison Nomad

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Posted 24 July 2007 - 11:23 PM

hmm...it was a thought...perhaps a unit called the goblin ripper, a sub-terranean "hacker" unit could be introduced to the line up. Perhaps even a saboteur of some sort. IDK, just something about sub-terrainean gobs seems very appealling to me...
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#242 The Best Guest

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Posted 24 July 2007 - 11:25 PM

they could make a moot without the water to slow down troops
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#243 Garrison Nomad

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Posted 24 July 2007 - 11:27 PM

you mean like a trench? interesting....when it comes to midieval warfare, trenches were important. when defending a base, you wouldn't stand out in the open, like in bfme1&2. perhaps...a trench system would add some effect, like a wall that you can shot through. Alas, the game engine doesn't support terriforming, so it'd have to be an individual structure. Still...i like it.
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#244 Nazgûl

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Posted 24 July 2007 - 11:30 PM

@GN: But they still have their tunnels for that? Why would we need single gobbos that dig 50 yards sub ground when entire hordes can move through the tunnels? :p

@TGB: That's a pretty good idea! "Summon Swamp" sort of... that affects locomotors of enemies? :huh:

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#245 The Best Guest

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Posted 24 July 2007 - 11:31 PM

yes that is one of my favorite things terrian slowing down enemies making it more realistic
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#246 Garrison Nomad

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Posted 24 July 2007 - 11:34 PM

well yeah, but tunnels only go so far. this unit would be for getting behind enemy lines undetected and causing as much mischief as possible. Its function....yet to be determined. A "bomber" style unit would be....savvy.

@ TBG: that's an awesome idea. Get em stuck in the mud, then fill em with arrows. be great anti-infantry.

Edited by Garrison Nomad, 24 July 2007 - 11:34 PM.

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#247 The Best Guest

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Posted 24 July 2007 - 11:35 PM

yes perfect for the goblin archers to get an upper hand
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#248 Garrison Nomad

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Posted 24 July 2007 - 11:36 PM

indeed....but this tactic could be implemented in otehr ways too....giving goblins the ability to set traps for people....have one where they walk over it and they all get stuck....then ambush.

Naz, i sense a dawning era for our swarming friends. =)
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#249 Nazgûl

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Posted 24 July 2007 - 11:36 PM

GN; don't forget AI... AI is VERY hard coded... and getting the AI to use that model won't work as long as we can't even get the Grond to attack structures and not units. Same with Isengard Mines... First we must get those working before we can ad anything advanced AI like that :huh:

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#250 Garrison Nomad

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Posted 24 July 2007 - 11:38 PM

as always, you have deathly-accurate points, Naz. =)

the goblin ripper wouldn't be that hard to code, though....
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#251 The Best Guest

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Posted 24 July 2007 - 11:38 PM

Rise of the goblins huzahh
also another use for it would be to slow thwm down from attacking a building
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#252 clonecommand

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Posted 27 July 2007 - 01:16 PM

Three hits from a poisened blade should drive the enemy stark mad and make him run around and die...Or if he has health left, he'll just stop being mad eventually. It would add a huge defensive bonus to the Gob faction

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Posted 27 July 2007 - 01:20 PM

Mybe the gobin ripper could make posin pits ^_^
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#254 Garrison Nomad

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Posted 27 July 2007 - 03:26 PM

yeah....but like Naz said, the AI has to be able to do it, too.
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#255 Harad King

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Posted 04 August 2007 - 08:29 PM

Shelob could have a power called devour that eats the selected unit not heros only units and shelob regains health similar to the power man eater of sharuk
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#256 Nazgûl

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Posted 04 August 2007 - 09:02 PM

I like that one... I have another wish too; have her make heroes into those models that are stuck in web outside the Spider Pit. Same conditions as Lurtz's cripple attack, but turn them into that model for a while :)

Edited by Nazgûl, 05 August 2007 - 05:10 AM.

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#257 Sûlherokhh

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Posted 04 August 2007 - 09:06 PM

Shelob could have a power called devour that eats the selected unit not heros only units and shelob regains health similar to the power man eater of sharuk

Hehe, just like in the BfMe1 campaign. :)

I like that one... I have another wisg too; have he make heroes into those models that are stuck in web outside the Spider Pit. Same conditions as Lurtz's cripple attack, but turn them into that model for a while :p


Okay. :p

Edited by Sûlherokhh, 04 August 2007 - 09:08 PM.

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#258 Nazgûl

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Posted 04 August 2007 - 09:25 PM

Both doable? Niice :)

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#259 Nazgûl

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Posted 06 August 2007 - 05:21 PM

*deleted spam* :popcorn:

Stick to the subject ppl =p

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#260 Dzhon

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Posted 07 August 2007 - 03:56 AM

I was going to suggest not giving Goblin Pikemen a porcupine formation, but can't do that seeing all the work that went into it.

However, I would still suggest making it a Level 2 or Level 3 ability. Cavalry was the bane of orcs in the films so I think that the basic pikemen for both Mordor and Moria should not have the Porcupine formation by default, but instead have disposible "kill and and be killed" spearmen that rely on numbers and flanking to defeat cavalry.

Again, the same applies to Mordor's basic Orc Pikemen. Consider making the formations and Level 2 or 3 ability if possible.
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