Gondor
#841
Posted 03 September 2008 - 10:51 PM
#842
Posted 03 September 2008 - 11:59 PM
#843
Posted 04 September 2008 - 01:30 AM
#844
Posted 04 September 2008 - 05:08 PM
#845
Posted 04 September 2008 - 06:12 PM
Edited by Fyro11, 04 September 2008 - 06:14 PM.
#846
Posted 04 September 2008 - 09:13 PM
#848
Posted 05 September 2008 - 12:23 AM
#849
Posted 05 September 2008 - 12:35 AM
i think it would be kind of awkward if we only gave it to one faction. i guess for me it needs to be all or none.
#850
Posted 05 September 2008 - 03:44 PM
#852
Posted 06 September 2008 - 03:32 PM
-Gondor: Farms (infantry reduction) and Blacksmiths (upgrade reduction).
-Arnor: Farms (infantry reduction) and Hobbit Houses (increased pop. cap?).
That's the best I've got.
#853
Posted 06 September 2008 - 04:52 PM
In bfme1 anyway...
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#854
Posted 06 September 2008 - 06:23 PM
#855
Posted 07 September 2008 - 08:14 PM
#857
Posted 07 September 2008 - 09:25 PM
-Gondor: Blacksmith and Farm.
-Arnor: Blacksmith and Hobbit Farm.
-Rohan: Farm and King's Pastures.
-Elves: Mallorn Tree and Timeless Glade (Lorien), Enlightened Sanctuary and Hunter's Lodge (Mirkwood), Wanderer's Outpost and Hall of Mirth (Rivendell).
-Dwarves: Mead Hall and Mine Shaft (or Forgery).
-Mordor: Slaughterhouse and Slave Fields (or Forge).
-Isengard: Forge and Lumber Mill.
-Goblins: Abyss and Mine Shaft.
-Men of the East: Market and Oasis (Harad), Windmill and Armoury.
-Angmar: something.
#858
Posted 07 September 2008 - 09:52 PM
a few questions however:
how does the enlightened sanctuary produce resources?
did you mean furnace rather than forge for isengard (they currently have a furnace)?
would the lumber mill still use workers and will it be dropped from the other factions that have it?
what exactly would the abyss be?
and what will rhun's armory be renamed to? or will it work like gondor's blacksmith?
i really like those ideas so lets get some powers for 'em!
#859
Posted 07 September 2008 - 10:19 PM
In The Hobbit, it says something about how goblins had invented the most gruesome torture machines and reveled in evil innovation. I think they ought to have a Torture Chamber instead of an Abyss.
Dwarves: Mineshafts produce more resources and have the transportation thing still (although this is void in buildplot or RJ maps). Mead Halls produce less resources but have a rechargeable buff ability. When the ability is used, nearby battalions are granted +50% armor and attack for a long period (this way they can actually get to a battle before it wears off). The long duration is balanced by a long recharge time.
Goblins: Tunnels produce more resources and have the transportation thing still (although this is void in buildplot or RJ maps). Torture Chambers provide a VERY strong debuff to enemies in the vicinity. It would have to be strong enough to balance out the fact that it isn't offensive.
The Haradrim engineers must be pretty damn good to be able to build an oasis on spot
#860
Posted 08 September 2008 - 12:37 AM
as for the standard buildings like farms, furnaces, lumber mills, etc. i suggest we just carry their bonuses over from bfme1 with perhaps a few changes.
gondor farms, infantry cost reduction
gondor blacksmiths, upgrade cost reduction
rohan farms, cavalry cost reduction
mordor slaughterhouses, i dont remember
isengard furnaces, ditto
isengard lumber mill, building cost reduction
although now that i look at it, its all cost reductions...
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