Posted 15 July 2007 - 09:31 AM
I'd prefer seeing a new texture/model addition as wel, like in Fin's expansion.
At point 3: LOL
Posted 15 July 2007 - 04:00 PM
I was just thinking, that it would be interesting if peasants would have same kind of ability than thrall masters of angmar have. So that peasants wouldn't have any weapon/armor upgrades, but able to turn into:
1) Yeoman Soldiers
2) Yeoman Archers
3) Yeoman Spearmen (Rohan Spearmen)
And after the unit selection the upgrades come available.
Posted 15 July 2007 - 05:38 PM
Posted 16 July 2007 - 01:57 AM
I would possibly like to see a horsemen unit that is really fast but cant get armour or forgded blaedes.
Posted 16 July 2007 - 10:11 AM
Posted 16 July 2007 - 10:19 AM
Posted 16 July 2007 - 02:31 PM
I don't like the idea buffing infrantry, since it's almost too good already, and Rohan would definately have the weakest infantry, they are HORSE PEOPLE.
Elven archers should be buffed a little, but not attack (not mirkwood arhcers!), but give them more health so they use their swords too. That would actually buff the infantry.
I'd like to see one more variant of Rohirrim. Maybe separate sword and pike rohirrim so that rohirrim with cavalry could get bonus versus another cavalry unit.
And Rohan could get unique Horse Armor upgrade that would add a little bonus versus pikes.
Posted 16 July 2007 - 03:59 PM
Posted 16 July 2007 - 06:10 PM
So here is what I'm thinking about Rohan, let me know what you think:
Farms - Produce Peasants
Barracks - Produce a Single Yeoman unit as well as purchase upgrades for Soldiers(free) & Pikemen
Archery Range - Purchase upgrades for Yeoman Archers & Elven Warriors, & Fire Arrows
Armory - Purchase Banner Carriers, Heavy Armor, Horse Shields, & Forged Blades
Stables - Produce Rohirrim Scouts, Rohirrim Pikemen, Rohirrim Archers, Rohirrim Axemen, & Royal Guard
The rest would remain the same, except when done the wall hubs would be added (The outer/build anywhere wall hubds).
Now the idea of the Yeoman - they would act similar to the thrall masters, but it would be more of a "rally upgrade" than summon and if you kill the banner carrier you would not kill the horde. When you purchase the unit you can upgrade them to swords for free. If you wish, you can also purchase the armor/weapons upgrade from the archery range/barracks to upgrade them to pikemen or archers.
One difference between the thrall masters and the yeoman - the cost of upgrading the individual unit to a horde is free for all types, you just need to purchase the type. This also allows adding more types easier as the upgrade is all that is needed. The single unit would then be about 150-250 (have not decided) and the type upgrades between 400-700. I'm weighing the cost, but this would make Rohan more unique compared to other factions without completely overpowering. On the whole, though their infantry is weaker.
Thats is where the updates to the Rohirrim come to play:
- The first thing that will happen is a change to Cavalry in general. The crush revenge is being lowered for all unupgraded units (This will take some time to go through every single example, but it is necessary for a Cavalry faction in BFME2.) Also, the upgraded crush revenge will be reviewed to make sure it is not too powerful. This should be similar to BFME1, where pikemen > cavalry, but pikemen <> dead cavalry.
- Next, I'm going to try to add 2 type of Rohirirm:
- Rohrrim Scout - Low attack/defense & faster units. This is meant to be used primarily as a scout with light trample. Will have a lower cost.
- Rohirrim Pikemen - The same as current, but I need suggestions as what is the difference between the pikemen and axemen? Pikemen = specialist/pikemen weapon type & stronger against cavalry (This is what I was thinking)
- Rohirrim Archers - The same as current
- Rohirrim Axemen - These will use the stats of the current rohirrim that so Cavalry damage while the others might use Specialist
- Royal Guard - The same as current.
Well those are some of the ideas that I'm looking at implementing. This would change the overall play of Rohan, seperate them as a faction from the others and attempt to make them more unique with the Rohan style.
I've also included a bunch of the suggestions in the main topic and will be working through some of them.
Posted 16 July 2007 - 06:44 PM
Posted 16 July 2007 - 06:52 PM
I love the barracks structure so I wanted to keep it while employing it's use. It will also get some more use if I add more yeoman type units (axemen, etc.) I also did not want spearmen & archers to be spammable from Farms.
Posted 16 July 2007 - 07:07 PM
* Remove archery range
* Add elven barracks (from bfme1) for recruiting elven warriors
* Then the barracks comes with Yeoman Archers, Yeoman Soldiers , Banner- and Fire Arrow upgrade.
PS. In Deezire's bfme1 extended mod, was added a power called "Elven Alliance" that unlocked elven barracks (and Haldir?).
Posted 16 July 2007 - 07:33 PM
Posted 17 July 2007 - 09:02 AM
Posted 17 July 2007 - 05:21 PM
and i dont no if any1 else has noticed this, but all towers for rohan (attacked 2 the fortress) r free. its a nice little exploit early-game but it isnt exactly fair.
the yeoman archers need a boost. 3 batts of yeoman's w/ fire arrows takes 4EVER 2 kill 1 batt of isen pikes. if archers cant beat pikes, and other basic infantry is weak in general, rohan is doomed against upgraded pikes. they need a counter other than 450 elves.
now 4 the new rohirrim units,
just how weak wuld the scout b? wuld it b able 2 take out mayb, 1 batt of orcs/goblins but not much else? or wuld it b totally useless in battle and die in 2 hits?
the rohirrim pikemen r cavalry, just w/ pikes/spears? they wuld get a bonus gainst other cavalry right?
wat exactly is the point of the rohirrim axemen? wuld they deal mor damage 2 soldiers/archers than rohirrimn pikes? or wuld they just not b as strong against other cavalry?
i wanna know wer ur goin wit all this.
Posted 17 July 2007 - 06:34 PM
About the weak archers, if the problem is that pikemen are too tough? I don't mind if rohan has weak infantry/archers and elven warriors are the elite unit anyways.
Axemen would to different type of damage and would receive a bonus vs. ents for example. Atleast in bfme1, there was axe-type damage. Usually cavalry just have "cavalry"-damage, but axemen/pikemen would have 50% cavalry + 50 xxxx -damage for example...
Pikeman/scout rohirrim could come without shields, thus making them weaker than rohirrim with swords, but they could have bonus damage vs. something. Also there should be some adjustments on the horse speeds based on rohirrim type.
Posted 17 July 2007 - 07:15 PM
only prob w/ wat u said ergopad, was that rohirrim all start w/o shields in this mod, u hav 2 buy them frum the stables (which btw, i wuldnt change, dont mov it 2 the armory).
Posted 17 July 2007 - 07:47 PM
speeds, from the fastest to the slowest:
Swords / Pikes
Archers / axe throwers
What I mean by shields is that pikes/scouts couldn't have that upgrade (nor in the model)
Posted 17 July 2007 - 07:50 PM
Anyways, I think it should be like this, starting with fastest:
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