Dwarves
#981
Posted 16 April 2009 - 07:14 AM
#983
Posted 16 April 2009 - 08:32 AM
#984
Posted 16 April 2009 - 11:01 AM
EDIT: Ok having looked at them closer it will need abit more work eg. banner upgrades, boiling oil ect.
2nd edit: I was browsing the w3d models in Renx and found this: I have no idea why this didnt become their statue
Edited by *Ranger*, 16 April 2009 - 11:30 AM.
#985
Posted 16 April 2009 - 08:09 PM
Edited by Eärendur, 16 April 2009 - 08:11 PM.
#986
Posted 17 April 2009 - 12:13 AM
I'd have the Dwarves like this:
Base Factions:
-Erebor
~heavy infantry, armour upgrades, siege
-Dale
~economy, cavalry
Secondary Factions:
-Esgaroth
~ranged infantry, economy bonuses (trade)
-Ered Luin
~huge economy bonuses
-Grey Mountains
~my 'Firebeard Remnants'. Extremely heavy infantry with awesome freakin' gear.
-Iron Hills
~versatile infantry
I'd have the Base Factions each do their own thing for the faction - have mainly cheap Dale economy buildings but still have expensive but fantastic Dwarven mines, as well as the early-game infantry ingame. Erebor would supply upgrades and heavy infantry, as well as siege.
The Secondary Factions could be unlockable either through fortress upgrades (meh, might be overused by now) or Powers. This would fill up the power tree and help out with unique ideas (less slots to worry with equal more thought put into them, IMHO). Each would be used when needed - call up the Ered Luin if you're having economy problems, the Iron Hills if you're low on numbers, Grey Mountains if Trolls etc are giving you problems, and Esgaroth for that ranged bonus. Each could be scattered throughout the tiers in accordance with their usefullness/geographic location - Esgaroth would be a first-tier since archery is need early (and they're closer) while the Iron Hills would be a secondary concern, Ered Luin to get the economy pumping, you get the idea.
#987
Posted 17 April 2009 - 05:56 AM
But still they're nice ideas
#988
Posted 17 April 2009 - 06:52 AM
@Uruk: Yes, the Grey Mountains were a former Dwarf hold, but like you said it is very unlikely that any would still dwell there from the denizens there.
If the Grey Mountians could supplement any faction, maybe Goblins.
#989
Posted 17 April 2009 - 05:17 PM
Erebor:
Decent Melee Troops, Best Range of the Dwarven factions, Most balanced of the Dwarven sub-factions;
1. Men of Dale-basic swordsman
2. Dwarven Hammer Guardian-Elite Swordsman/basic siege melee
3. Dwarven Pikemen-All-around Pikes(What is the Dwarven Phalanx currently)
4. Dwarven Axe Throwers(With the new Melee/Ranged toggle with timer idea)-Basic Archer unit/melee support
5. Archers of Dale-Elite Archer Unit
6. Dale Battle Wagon-Basic Cavalry(Like the Wain Riders, with possible Swordsmen ugrade that boosts melee damage all around the wagon)
7. Dwarven Rune Masters-Siege Weapon(Like Elven siege weapons, except Earth based damage and magic. Just a suggestion )
8. Dwarven Zealots-MHH
9. Dale Catapults-basic siege weapon
10. Dwarven Captain-Leadership buffer single unit for all Melee troops
Iron Hills:
Heavy Siege Weapons, Heavy Melee Troops;
1. Dwarven Axe Guardians-Basic/mid game melee unit
2. Dwarven Halbardiers-Basic spearman unit
3. Dwarven Elite Warriors-Dual Axe wielding troops-Elite Melee troops(Better than everything except MHH)
4. Dwarven Phalanx-Actual Phalanx a.k.a. with Shields and Polearms-Elite pikemen(Not as strong as the Tower Guard, but still tough)
5. Dwarven Javelin Throwers-Basic Archer unit
6. Iron Hills Catapult
7. Demolisher
8. Dwarven Battle Wagon(replace the men of dale and axe thrower upgrade with a Mithril Armor upgrade and a Javelin Thrower Upgrade)
9. Dwarven Barrel Launcher-Siege Support (Fires the fire barrels in a three barrel burst-This would be awesome!)
10. Dwarven Berserkers-MHH(Two-handed Axe wielders like Zealots, but with a knockback ability for like 50% of the time)
Ered Luin:
Fastest Growing Economy, Best Defenses/Toughest Buildings of the Dwarven sub-factions;
1. Dwarven Miners-basic melee unit(Very much like Rohan's Peasants. They could be equiped with pickaxes and receive armor upgrades and banner carriers)
2. Dwarven Spears-basic anti-cavalry unit(Probably the weakest but fastest of the Dwarves anti-cavalry units)
3. Dwarven Defenders-Elite melee unit(Two-handed axe wielders. They could use the dwarven walking axe. There is a model of it in the CAH section and they could use Gloin's animations)
4. Dwarven Axe Throwers-Basic Archer unit(Like the Axe Throwers are currently, but more damage and slower firing rate)
5. Dwarven Crossbowmen-Elite Archer units(Shorter distances than typical bows, like Isengard)
6. Dwarven Battle Wagon-basic cavalry unit(Replace Dale upgrade with Dwarven crossbowmen upgrade)
7. Dwarven Ram-Melee Siege Weapon(Manual Ram operated by dwarves)
8. Dwarven Ballista-Ranged Siege Weapon
9. Dwarven Lord-Single Dwarven Elite Unit(Like the Uruk Berserker, but with a Two-handed Hammer. He could also due a Stun effect to a small radius of surrounding enemies)
10. Dwarven Royal Guard-MHH(Melee units that can toggle to Axe Throwing)
Heroes:
Erebor: Gimli, Gloin, Brand
Iron Hills: Dain, Stonehelm
Ered Luin: Dwalin, New Hero
#990
Posted 17 April 2009 - 05:31 PM
#991
Posted 17 April 2009 - 05:51 PM
#992
Posted 17 April 2009 - 06:07 PM
In the end, I will let the Mod team decide what's best. I'm just throwing in some ideas to help get things rolling.
#993
Posted 17 April 2009 - 06:12 PM
Does anyone find the Catapults' barrel OP?
#995
Posted 17 April 2009 - 06:37 PM
I 2nd merging Dale and Esgaroth considering they would only provide a couple support units.
#996
Posted 18 April 2009 - 07:14 PM
i love a bit of strategy when it comes to powers, and i was wondering if there was a way you could maybe get either ,as a hero power or PP power, a mountain/wall summon.
i was thinking of a large radius mountain/ large gate style wall that could be used as both a defensive path blocker/ gap in a wall sealer, but also initially to deal damage and knockback to where it is summoned (kind of like a huge undermine special. could also be useful for sectioning off large armies). i just thought itd be nice to use, maybe like this;
Name: Terrestrial Rage
PP: 15-25?
Description: Summons a (mountain/wall of earth) from the (iron hills, dwarvy place thingy) to...
I have the idea, its just getting it to paper which i cant think of.
Also, why cant dwarves be more of a faction that rely on defense and buildings (either decent fortifications or many powers that destroy them)? Maybe powers that revolve around crippling buldings, lowering their resources, upping your resources, stealing resources, etc. Considering that dwarves are supposed to be known for their ability to craftsmanship, i thought thatd be better as a main focus. Just a thought, unless you are really far ahead with them and dont wanna change them
#997
Posted 18 April 2009 - 07:46 PM
Hopefully the Dwarves and their Spells will become less, well magical, and more about craftsmanship, defense, fortitute, sufficiency, and strength. I'm not too sure about stealing resources from enemy factions because Dwarves weren't really theives like orcs, and all that seaky business that involves stealing right from under the enemies' nose doesn't sound Dwarfish to me. But soon the Dwarves will have an improved sense of craftsmanship and all that I mentioned earlier
#998
Posted 19 April 2009 - 01:18 PM
#999
Posted 19 April 2009 - 02:07 PM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#1000
Posted 19 April 2009 - 02:34 PM
Network can stock 5 units at the beginning linked to Fortress, Mine entrances, Secret entrance and Mine hubs. It needs 5 sec to have units get out of the network.
- Mine entrances cost 500 but produce 1.5 as much ressources and housing as farms. Linked to the mine network. But can be built only within a circle around a fortress or "mine-hub" (about the same size as wallradius around the fortress) They are also more resistant than farms but needs more time to be built (at the beginning the tunnels don't go too far around the fortress) .
- Mine-hub cost 1000 can be build anywhere on the map. Linked to the network, They allow to build mine entrance around them. They have a small tower with archers or crossbows or axe thrower
3 upgrades
Stone halls : increase by 5 the number of battalion you can stock in the network.
Mithril Seam : increase by 50% the production rate of all mines
Stone lords : increase the armor and Hp of every Mine-hub and mine entrances
- Secret entrance . Building always stealthed that can be spawn on the map with a power and that is link to the network.
- Fortress : Linked to the network.
[u] Great miners and crafters of the mountain [u] new upgrade that increase then radius within you can build mines and increase the size of the network by 5
Edited by Bengamey, 19 April 2009 - 02:36 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users