Arnor
#1501
Posted 11 April 2009 - 03:16 PM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
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#1502
Posted 11 April 2009 - 03:23 PM
Like I said before, one could be made greatly out of strong infantry(Gondor)
The other strong bows, swords, and pikes(Arnor)
You do realise those are the same thing, right?
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#1503
Posted 11 April 2009 - 03:37 PM
I do think we agreed on replacing sherrif rocks with bows a while back, though
-meh, came back and changed a few things
Edited by dojob, 11 April 2009 - 04:13 PM.
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#1504
Posted 11 April 2009 - 05:16 PM
I still don't sit well with the idea of spamming Arnor soldiers and archers, it sounds too Mordor-ish, I mean no good faction is known to have done that, it's an effective strategy but it doesn't feel right for good factions, and certainly not for a Realm closely related to Gondor, I mean the Dunedain didn't gain it's victories over Angmar by sending wave after wave of it's infantry, but by staunch resistance down to it's valiant troops and of course it's allies.
#1505
Posted 11 April 2009 - 05:39 PM
I mean no good faction is known to have done that,
Well this would add diversity.
Besides, I'm pretty sure that Arnor can make a decent turtler/defender. I think with Arnor you get set up with a faction that can do eitherassaulting or defending. Would depend on the pace of the game, I suppose.
#1506
Posted 11 April 2009 - 06:06 PM
what i mean by that is one could have bows and swords, the other pikes and cavalry/swords/bowsLike I said before, one could be made greatly out of strong infantry(Gondor)
The other strong bows, swords, and pikes(Arnor)
You do realise those are the same thing, right?
i mean, alot of the factions elites are similar.
#1507
Posted 11 April 2009 - 06:10 PM
also, why cant arnor be all men with a few elves? Uruks in isengard are still orcs like mordor or goblins.
Arnor could be the sme way.
And I think the dunedain rangers need a serious re-buff. They're basically just a bunch of ithilien rangers morphed with diff. cloaks.
They were descendents of Numenor, no? The most powerful men in the west.............being just as strong as your average ithilien ranger.
EDIT: I guess I was wrong about the barraks even though tis not as effective with arnor.
Edited by Dunedain Lord, 11 April 2009 - 06:14 PM.
#1508
Posted 11 April 2009 - 07:01 PM
For one, the ammounts of the Elven units have to be removed. Keep the Mithlond Archers and Spearmen of the Havens, and the Rivendel Riders (the reason that they should stay is that if Glorfindel is added then it makes sense if he has some Elves under his command from Rivendel).
As for the Dunedain, the mounted ones should be renamed "Dunedain Riders" and should get toggle weapon and the Forged Blades upgrade. The normal Dunedain Rangers should get a very slight increase to damage and armor, and a formation option that let's them switch between normal formation, and "Ambush Formation", which has all the rangers form a wide circle and makes the rangers invisible and increases the damage they inflict to enemy units inside the circle, but reduces their armor.
Edited by Eärendur, 11 April 2009 - 07:05 PM.
#1509
Posted 11 April 2009 - 07:44 PM
Of course you can't really get through the game without a staple of core Arnor units in the early game.
I still don't sit well with the idea of spamming Arnor soldiers and archers, it sounds too Mordor-ish, I mean no good faction is known to have done that, it's an effective strategy but it doesn't feel right for good factions, and certainly not for a Realm closely related to Gondor, I mean the Dunedain didn't gain it's victories over Angmar by sending wave after wave of it's infantry, but by staunch resistance down to it's valiant troops and of course it's allies.
Yeah, so we could simply increase their prices and buff them a bit, or add the elites we called for
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#1510
Posted 11 April 2009 - 10:46 PM
#1511
Posted 12 April 2009 - 04:50 AM
Actually, the elves lived only a few miles from the borders of Arthedain. They were the elves of Mithlond... I played as Arnor on Mithlond and I must say that the elven barracks fits well there, so it's logical that the design would be kept.
My apologies, for some reason the map I was using has the Gulf of Lhun as much smaller than it actually was than the maps of the books...anyway, on that topic you're right, but still imo fielding Elven units in the Arnorian battle-lne should be limited by expense - as I said previously, they are Elves after all.
As for the architecture - yes, it fits in the Mithlond look, but anywhere else, and especially in an Arnorian camp, it looks completely out of place. Realistically I don't think Arnor would have random Elven buildings littered across it's realm.
#1512
Posted 13 April 2009 - 06:53 AM
here is a rough draft of what I want to see in Arnor. I hope that this won't offend anybody.
---POWER TREE--
Tier One:
Heal
Rallying Call
Power of the Palantir
Tier Two:I
Elven Wood
Summon the Istari (same power, shorter duration)
Lone Tower (can be upgraded with Fire Arrows for 1.5 time normal cost, 75% of normal armor, has a 5 min. timer)
Enshrouding Mist
Tier Three:
Valor of Numenor (all allied Arnor and Gondor units receive double damage and armor, and earn experience twice as fast. Lasts for 120 sec.)
Cloudbreak
Bombardment
Tier Four:
Sunflare
Earthquake
--END--
--STRUCTURES--
Fortress, Upgrade Changes:
Remove Istari, Elven and Dunedain Alliances.
Add "Inner Walls" upgrade at 1500 cost. (Increases fortress armor and reduces damage taken by melee attacks, also increases fortress size - but not vision - like the Dunedain Alliance did) [looks like the outer walls of the Amon Sul fortress].
Add "Fortress Guards" upgrade at 1000 cost. (Has 8, vanilla BfMEII, Tower Guards patrol around fortress attacking nearby enemies, also increases fortress vision - but not size - like the Dunedain Alliance).
Add "Palantir Chamber" upgrade at 1750 or 2000 cost. (Increases the vision, size, and armor of the fortress like the Elven and Istari Alliances combined).
Arnor Barracks:
No changes.
Hobbit House:
Removed.
Dunedain Camp:
Remove Fire Arrows upgrade.
Elven Barracks:
Reduce size, add Silverthorn Arrows upgrade.
Blacksmith:
Remove Silverthorn Arrows upgrade.
Add "Archery" upgrade, and Fire Arrows upgrade.
Arnor Workshop:
Rename "Arnor Siegeworks".
Arnor Statue:
Changed to look like this:
Only repaired.
Arnor Well:
Changed to look different (no suggestions ATM).
Arnor Wall Hub/Arnor Wall:
No changes (Wall Hub).
Add Postern Gate and maybe Catapult upgrades (Wall).
-New Structures-
Beacon (selected on Builders Palantir like Ithilien Outpost for Gondor) :
Looks like this:
Can garrison 4 units/hordes (non-mounted and mounted).
Elven Alliance, Dunedain Alliance, and Istari Alliance can be bought here.
Arnor Training Grounds:
Works like a second barracks. Can train Cardolan Barrowguards, Fornost Bladebearers, and Annuminas Steelbows. Add "Swordsmanship" upgrade, and "Spearmanship" upgrade. Could look like this:
--END--
--UNITS--
Dunedain Soldiers:
Renamed Arnor Soldiers, slight damage and armor increase, now trained at lv. 2 Arnor Barracks.
Dunedain Archers:
Renamed Arnor Archers, slight range and vision increase, now trained at lv. 2 Arnor Barracks.
Arnor Royal Knights:
Removed.
Hobbits:
Removed.
Hobbits with Pitchforks:
Removed.
Dunedain Rangers:
Replace Longshot ability with Ambush Formation (available at lv. 2. Causes rangers to become invisible and go into aggressive stance and form a wide ring, dealing slight extra damage to enemy units inside ring and taking slight extra damage from enemy units outside ring. Canceled when ordered to move).
Mounted Dunedain Rangers:
Add Longshot ability at lv. 3.
Dunedain Captain:
Removed.
Rivendel Riders:
Should be allowed to combine with like hordes.
Mithlond Sentries:
Removed.
Mithlond Archers:
Should be allowed to combine with like hordes.
Spearmen of the Havens:
No change.
Imladris Captain:
Removed.
Arnor Trebuchet:
Removed.
-New Units-
Arnor Sentries (150 cost):
Early-game unit, trained at lv. 1 Arnor Barracks. Toggle unit, very weak, can be upgraded with either "Swordsmanship", "Archery", or "Spearmanship" upgrades. Once upgraded, unit becomes either a swordsman, spearman, or archer unit depending on upgrade. Cannot receive Forged Blades, Heavy Armor, or Fire Arrows upgrades at any time. Can receive Banner Carrier upgrade.
Arnor Spearmen (300 or 350 cost):
Mid-game pikeman unit, trained at lv. 3 Arnor Barracks. Look like Arnor Soldiers and Archers but wield spears (duh) but no shields. Can enter Porcupine Formation. Can receive Heavy Armor, Forged Blades, and Banner Carrier upgrades.
Annuminas Steelbows (1550 or 1600 cost):
Archer only MHH, trained at lv. 3 Arnor Training Grounds (5 units per horde, 3 horde max) that look like this:
Powers:
Lead Them Forward or Archery of Numenor (lv. 1) - All nearby allied archer-type units gain +25% damage and +10% armor.
Heavy Arrows (lv. 3) - double damage + knockback (like the witch-king's normal attack) to nearest enemy unit.
{Optional} Arrowheads of Iron (lv. 8) - one-hit-kill.
Fornost Bladebearers (750 or 800 cost):
Elite (not MHH) swordsman unit, trained at lv. 2 Arnor Training Grounds. (Elite swordsman unit. uses Aragorn model but has same skin as Steelbows. Can be upgraded with Forged Blades, Heavy Armor, and Banner Carrier).
Arnor Catapult (1000 cost):
Siege unit, trained at lv. 1 Arnor Siegeworks. Fires single projectile. Can be upgraded with Flaming Munitions upgrade. Must deploy (like Dwarven Demolisher, becomes immobile but receives armor increase) to fire. 3-man crew, crew have skins like Arnor Soldiers and Archers.
Cardolan Barrowguards (450 cost):
Mid-game Spearman/Archer toggle unit, trained at lv. 1 Arnor Training Grounds. Can toggle between spears and bows. Can receive Forged Blades, Heavy Armor, Fire Arrows, and Banner Carrier upgrades. Could look like this:
--END--
If anyone has any ideas for more units or anything else, please don't hesitate to say so. And I hop that this did not offend anyone. And I'm sorry about this being sooo long.
Edited by Eärendur, 13 April 2009 - 04:54 PM.
#1513
Posted 13 April 2009 - 07:34 AM
I'm not too sure about the woodsman's shop though, Evil factions tand to take pride in the abuse of nature, and the good factions would never do that.
#1515
Posted 13 April 2009 - 02:47 PM
--HEROS--
Argeleb:
Reskin to look like this:
.
Arvedui:
Reskin to look something like this:
.
Arveleg:
Reskin to also look something like this:
,
and change his powers so that when he uses his Palantir Smash power, he can't use his Power of the Palantir power unit the Palantir Smash is fully charged.
Captain Carthian (I hope I spelled that correctly):
Reskin with higher resolution, requires Dunedain Alliance to train.
Cirdan:
Requires Elven Alliance to train.
Elrond:
Removed.
-New Heros-
Glorfindel (1600 cost):
Requires Elven Alliance to train. Powers:
Mount/Dismount, lv. 1.
Elven Leadership, lv. 2 (all nearby allied elven units gain a boost to damage and armor and earn experience twice as fast)
Blade of Purity, lv. 4 (can be used while mounted).
Wind Rider, lv. 6.
Starlight, lv. 8.
or
Elves of Imladris {working title}, lv. 9 (summons 2 hordes of fully upgraded Rivendel Riders and 1 horde each of fully upgraded Rivendel Archers and Swordsmen).
or
Allies from Gondor, lv, 10 (Summons Earnur with 2 hordes each of fully upgraded Gondor Soldiers, Archers, and Knights).
--END--
Edited by Eärendur, 13 April 2009 - 03:52 PM.
#1516
Posted 13 April 2009 - 03:52 PM
you have my sword, and my bow, and my ax
But only if the arnor soldiers keeps their current skin
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#1518
Posted 13 April 2009 - 04:26 PM
#1519
Posted 13 April 2009 - 06:39 PM
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