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#841 Devon

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Posted 17 February 2009 - 08:58 PM

I like it :p

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#842 Rafv Nin IV

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Posted 17 February 2009 - 09:26 PM

It could work like the Warg Sentry, where the warg is tied to the building and stays in the general viscinity. When the repairman is killed, you purchase a new one from the building.

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#843 dojob

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Posted 17 February 2009 - 10:20 PM

Yeah, that would be pretty cool ;)

Good idea :p
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#844 Neth

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Posted 17 February 2009 - 10:24 PM

Great idea, hope it is implamented.

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#845 mike_

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Posted 17 February 2009 - 10:40 PM

Could be like the Stoneworker.

#846 Dalf32

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Posted 17 February 2009 - 11:55 PM

me likes it a lot!
if its gonna have an upgrade to add another builder, it should probably be relatively expensive (over 1000) just so it doesnt get too easy to heal your buildings. on that same thought, the building itself should probably be relative expensive as well (more than a stand-alone arrow tower).

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#847 Rafv Nin IV

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Posted 18 February 2009 - 12:15 AM

If it isn't too difficult to do, then perhaps the Craftsman/Repairman/whatever-it's-called should be able to repair Demolishers and Catapults, since they don't heal from the Hearth.

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#848 Dalf32

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Posted 18 February 2009 - 01:44 AM

heres a question: since wells (or hearths, or whatever you want to call them) can heal multiple units at once, as long as they are within its heal radius, will the dwarve's new building healer doohickey have the same functionality? or will it be restricted to repairing one thing at a time?
if its restricted, the player should probably be able to select what he/she wants to fix with it.

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#849 Wanderer∞

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Posted 18 February 2009 - 01:54 AM

Or keep it random to make it fair to another player who doesn't have the option of repairing quickly.
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#850 {IP} Aridor

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Posted 18 February 2009 - 03:49 PM

I really like that idea. It really reinforces the defensive nature of dwarvish play.

#851 Rafv Nin IV

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Posted 18 February 2009 - 04:48 PM

heres a question: since wells (or hearths, or whatever you want to call them) can heal multiple units at once, as long as they are within its heal radius, will the dwarve's new building healer doohickey have the same functionality? or will it be restricted to repairing one thing at a time?
if its restricted, the player should probably be able to select what he/she wants to fix with it.


I'm going off of the assumption that this would use the same basic mechanics as the Warg sentry, and the Craftsman would wander around his home looking for buildings/seige weapons to fix. You can't control the warg, so I don't think you should control the Craftsman.

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#852 *Ranger*

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Posted 18 February 2009 - 05:46 PM

Yeah, after x amount of time after the building has been damaged, the builders come out and start hamering away, like when any building heals itself, i agree you shouldnt be able to control the workers. but should be killable, or once the building is being attacked again they just disappear?

Edited by *Ranger*, 18 February 2009 - 05:51 PM.


#853 dojob

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Posted 19 February 2009 - 05:38 PM

The way I see it, they'd spend most of the time standing/walking around the healing-building and then whenever any building within a certain distance from the healing building got attacked, all of the repairmen would go to fix it until it was healed and then they'd go back to standing/walking around. You'd be able to choose which buildings you repaired imo, but it would only be 1 at a time.
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#854 Hasfusel

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Posted 19 February 2009 - 06:34 PM

And no LMs like how you suggested them :crazed: this isn't LotRO :p


I'm guessing you mean Lord of the Rings Online? I wouldn't know, I've never played it. Paying a monthly subscribtion fee is too much for a cheapskate like me.

My reasons, as I have said, are that the Dwarves were several times shown as a magical race, to some extent. Thorin knew several spells of opening, and Dwarf Doors like the Hollin Gate and the secret entrance to the Lonely Mountain are hidden and sealed with runic magic. Weapons are also often carved with dwarven runes.
The Loremaster hero would be able to summon Lonely Mountain Ravens like in The Hobbit, use an Athelas-type healing herb ability, and maybe some sort of fire- or earth-based offensive spell. He could also have a Counter-Magic ability that causes nearby enemy units/heroes in a small radius to be unable to use powers.

Oh, and I like the idea of controlling your builders. Otherwise, maybe an upgrade could be researched at any building that decreases the amount of time between repairs?

Edited by Hasfusel, 19 February 2009 - 06:35 PM.


#855 Thorin IV

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Posted 22 February 2009 - 06:26 PM

I think that the Dwarves should have crossbowmen like this
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I also think they should have better catapult than the weird things that they have now. :p

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#856 Florisz

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Posted 22 February 2009 - 06:29 PM

I think they should have no crossbows. And this can get interesting...
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#857 Devon

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Posted 22 February 2009 - 06:36 PM

Uh oh...here we go again...

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#858 CTLN7

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Posted 22 February 2009 - 06:43 PM

I think it is an good idea ,i like it :p

#859 CTLN7

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Posted 22 February 2009 - 06:44 PM

And the dwarves havent got an unit that cost higher than 350 .so this could be it ,if can toggle with an axe or pike or something

Edited by CTLN7, 22 February 2009 - 06:45 PM.


#860 dojob

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Posted 22 February 2009 - 06:45 PM

They have absolutely no need for xbows tbh when u already have ATs and dalemen.
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And please add Bear-mans





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