Dwarves
#1001
Posted 19 April 2009 - 02:58 PM
#1002
Posted 19 April 2009 - 07:46 PM
On the 1st point, all magic in Middle-earth was of a subtle sort, nothing obvious, only the Valar and the Maiar could muster what we would consider true arcane magic. And Dwarves were not magicians the way the Elves were, who were in tune with the innate magic of the earth, which was something subtle. all the "magic" the dwarves could muster was the ability to perfect their craft. Nothing absurdly magical, in fact the Dwarves were suspicious of magic, whichis why they had a disttrust for Elves, that and other reasons.
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
i never said anything about it being magic (although i didnt specify, sorry) maybe, more of a giant undermine in that case?
oh and about the stealing of the resources, that was only an example, i couldnt really think of many other apart from anything revolving around resources or structures.
thanks for the points thought
#1003
Posted 20 April 2009 - 03:05 AM
I had an idea for dwarves and maybe goblins too for the tunnel network system :
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
Now how do I rush?
#1004
Posted 20 April 2009 - 10:56 PM
#1005
Posted 21 April 2009 - 03:12 AM
Also, what are the chances of getting some Dwarves with mattocks? I think the dwarves from the Iron Hills had them at the Battle of Five Armies, and they'd certainly be a unique weapon (if we could only get rid of those horrible snow trolls...)
#1006
Posted 21 April 2009 - 05:40 AM
#1007
Posted 21 April 2009 - 05:07 PM
#1008
Posted 22 April 2009 - 01:00 AM
The horses would run right over the hammer-men. The whole point of an anti-cav unit is to put as much distance between you and the cavalry as possible so that you have more time to react to a fast-moving object. A war-hammer large enough to accomplish this task would be impossible to use.
Long-handled war hammers were used to great effect against heavily armored cavalry in the Middle Ages. If we factor in both the strength of the Dwarves and the size and approximate weight of the hammers they're using, then it seems acceptable to me.
In battle, they'd most likely use a looser formation and swing it like a mace with a wide, powerful swing, possibly with two hands. A direct cavalry charge would be countered by opening up gaps in the formation and striking at the chest of legs of approaching cavalry as they charge. It's not very far-fetched at all, imo.
#1009
Posted 22 April 2009 - 02:41 AM
#1010
Posted 22 April 2009 - 02:46 AM
That means in order for this to be implemented, a new, longer hammer has to be modeled and bound to the Guardian, and new anims have to be made. I'd rather see that time spent on the campaign or finishing the new WotR map, but it's whatever the team (read as Rob IIRC, everyone else is a mapper) decides to do that should be done.
Not necessarily. As I said, if you factor in the Dwarves' strength and the size of the Siege Hammers as is (the hammerheads especially are comically large, as far as war hammers go), then the only real flaw at the moment is response time to charging cavalry, and cavalry charges aren't exactly something that you don't see coming unless you've been flanked.
#1012
Posted 23 April 2009 - 05:58 AM
#1013
Posted 23 April 2009 - 07:14 AM
#1014
Posted 23 April 2009 - 07:45 AM
And keep the hammers as an anti building unit, even large hammers taking down cavalry just doesn't seem right.
How does it not feel right to you, out of curiousity? I mean, they were used for that purpose in history. I'm just finding that comment a bit...odd, is all.
#1016
Posted 23 April 2009 - 09:48 PM
it would make it so that you almost had to use them with some other unit in order to be effective, so you couldnt just load up on them. they would probably have to be slower in both movement and attack rate on account of the heft of their hammers.
#1017
Posted 24 April 2009 - 12:14 AM
#1018
Posted 24 April 2009 - 12:27 AM
Warhammers were used to crack open armor-clad opponents. HULK SMASH etc
Not even. The concussive effect could turn your organs to soup without the armor even being dinted.
#1019
Posted 24 April 2009 - 10:54 PM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users