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#1601 Ring o' Fate

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Posted 09 May 2009 - 03:55 AM

...Why don't you make the Sauron powerful while your at it Dojob? :p
Or, you could limit the number of Hobbits, thus making it somewhat true to lore, Hobbits stay, and they can be used on all maps. Simple, no? :)
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#1602 Neth

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Posted 09 May 2009 - 08:54 AM

:mellow: Oops we made Dojob angry (I think) I don't mind whether hobbits stay or go but I want some Arnor Pikemen (Basic pikes) That aren't hobbits so that they can keep up with my other soldiers :xd:

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#1603 dojob

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Posted 09 May 2009 - 02:34 PM

I was just making sure I got my point across :mellow:

Ringy, I think it'll be enough to just limit the number of houses and not the Hobbits themselves, so that way people can choose what they put in their armies but you won't be spamming them anymore.
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#1604 Dalf32

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Posted 10 May 2009 - 10:00 PM

i agree with dojob except i dont think requiring an alliance upgrade in order to get them is the right thing to do. it would make them less spammable, but it would also make them more of a mid-game unit, which defeats their purpose as weak, cheap units. the only way this would really work is if they were given stealth (makes sense with the lore as they could be stealthier than elves when they wished) or made stronger.
hobbit houses should definitely be made more expensive though.

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#1605 Gr1m

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Posted 11 May 2009 - 04:12 AM

Well Arnor needs something in there Inn besides hobbits :xd:


Realistically, as Arnor already has an allies system in their techtree without the inn, there's a bit of an issue as to what to do to replace it.

Maybe we could have Gondor as an inn ally, but instead of having other factions which realistically probably won't fit too well with Arnor's seperate timeline structure, you can instead choose to 'strengthen the ties', so to speak, with either the Elves, Dunedain Rangers, or the Istari, and each would have their own specific benefits - unlocking extra researches at the inn, maybe, or giving a global buff to units that fall under that type. Maybe even unlocking an additional elite unit for that faction - Noldor Warrior style Elves that are weaker an in a larger and combinable horde, maybe for the Elves, a King's Guard type unit for the Dunedain, and maybe a captain style unit with battle-altering buff auras for the Istari?

Keep in mind I really haven't thought this through. I just get ideas and post them.


Already posted this somewhere else, but I thought i'd throw it in here, mainly because these stickies tend to actually get read.

#1606 Uruk King

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Posted 11 May 2009 - 05:16 AM

If Hobbits are to remain, then they must look like soldiers, like they honestly mean to protect the Shire. They should at least have some from of true weoponry, like handaxes, short swords, some of them have bows, mabye a leather tunic for armour.
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#1607 Eärendur

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Posted 11 May 2009 - 07:48 AM

If Hobbits are to remain, then they must look like soldiers, like they honestly mean to protect the Shire. They should at least have some from of true weoponry, like handaxes, short swords, some of them have bows, mabye a leather tunic for armour.

Here are the new Hobbit units that I think Arnor should have if Hobbits are going to stay in the Faction:

Hobbit Archers:
Archer unit, equipped with bows. Low damage, armor and cost, long build-time. Can receive the 'Banner Carrier' upgrade (upgrades horde to level 2, and adds an Arnor Archer banner carrier to horde). Can stealth when not moving at lv.3.

Hobbit Shirriffs:
Swordsman unit, has small shields and shortswords. Low damage, armor and cost, long build-time. Have the 'Rock Throw' ability (works like the Dwarven Guardians/Zealots 'Axe Throw'). Can receive the 'Forged Blades' upgrade and the 'Banner Carrier' upgrade (upgrades horde to level 2, and adds an Arnor Soldier banner carrier to horde). Can stealth when not moving at lv.3.

And both Hobbit units should receive reskins to look more like they went to war, not war came to them and they just picked up sharp farm tools to defend their homes with.

i agree with dojob except i dont think requiring an alliance upgrade in order to get them is the right thing to do. it would make them less spammable, but it would also make them more of a mid-game unit, which defeats their purpose as weak, cheap units. the only way this would really work is if they were given stealth (makes sense with the lore as they could be stealthier than elves when they wished) or made stronger.
hobbit houses should definitely be made more expensive though.

I totally agree. I think that Hobbit Houses should cost more and be restricted to 3 or 4 Houses total. As for the whole alliance issue, how about if once you build a Hobbit House, you have to buy an alliance-type upgrade in order to train Hobbits at that particular House. So if you want to train Hobbit Shirriffs or Archers at a Hobbit House, you first have to buy the 'Hobbit Sovereignty' upgrade/alliance (which could cost between 250 to 500 Resources) at that Hobbit House. And you would have to repeat that process at every one of your Hobbit Houses.

Edited by Eärendur, 11 May 2009 - 07:52 AM.

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#1608 dojob

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Posted 11 May 2009 - 11:37 AM

I'd rather just keep the current pitchforks and sherrifs, but like u said make them look more prepared and replace the sheriffs' sticks with knives/axes/etc and their rocks with bows. And ofc, they should get stealth in one form or another and some slight buffs and a price increase and whatever other changes are needed to balance them out.

I'd assume a Hobbit alliance would be fairly cheap, at about 300 resources, so you could still use them fairly early on and with the limits and/or price increases on Hobbit houses and the price increases on Hobbits, you just wouldn't be spamming them anymore.
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#1609 Dalf32

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Posted 11 May 2009 - 02:14 PM

they should not have a long build-time, not ridiculously short either, but it cant be long otherwise there will be no reason to use them.

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#1610 Uruk King

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Posted 11 May 2009 - 04:50 PM

Agreed on the hobbit build time, I'm not sure on Hobbit Sheriffs having shields though, just swords. The Hobbit pitchforks look a bit peculiar in their animations, they appear to have the Dwarven Phalanx anims, you don't normally carry your pitchfork that high above your head, more rather in one hand, then brace it with the other as you start stabbing.

Also to help Arnor a bit, and to make Hobbit presence in the faction more useful, they hobbits could have a unit that heals injured battalions, but can only heal one battalion at a time.
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#1611 Anri1

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Posted 13 May 2009 - 03:34 PM

I may have posted this somewhere so sorry if its a double post:
Would be nice if there would be Arnor knights simular to Gondor knights, basic cavalery.
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#1612 Hasfusel

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Posted 15 May 2009 - 08:27 PM

Purpose of Hobbits for an Arnor player: the pikes are fast building and cheap units to repell cavarly raids while the hobbit shiriff summons hobbit militia or bowmen to support your army. Almost useless on their own unless in small number; however the good ranged damage of the archers is good if you can protect them while the Militia becomes useful when you close in and attack buildings or siege.
I agree that Arnor Knights should be basic cavalry, although more expensive and slightly stronger than those of Gondor and only available after a Dunedain allegiance. They can be upgraded with Blood of the North, which improves their health and trample.
NOT these ridiculous OP knights we have.

#1613 {IRS}Athos

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Posted 15 May 2009 - 09:41 PM

Swords in these parts are mostly blunt, and axes are used for trees, and shields as cradles or dish-covers.

Strike one against armed hobbits.
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#1614 dojob

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Posted 16 May 2009 - 03:03 PM

Purpose of Hobbits for an Arnor player: the pikes are fast building and cheap units to repell cavarly raids while the hobbit shiriff summons hobbit militia or bowmen to support your army. Almost useless on their own unless in small number; however the good ranged damage of the archers is good if you can protect them while the Militia becomes useful when you close in and attack buildings or siege.
I agree that Arnor Knights should be basic cavalry, although more expensive and slightly stronger than those of Gondor and only available after a Dunedain allegiance. They can be upgraded with Blood of the North, which improves their health and trample.
NOT these ridiculous OP knights we have.


Good ideas, but again I don't see any need for more cav when u already have the elf 1s
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#1615 Excuse_me_princess

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Posted 16 May 2009 - 03:49 PM

Purpose of Hobbits for an Arnor player: the pikes are fast building and cheap units to repell cavarly raids while the hobbit shiriff summons hobbit militia or bowmen to support your army. Almost useless on their own unless in small number; however the good ranged damage of the archers is good if you can protect them while the Militia becomes useful when you close in and attack buildings or siege.
I agree that Arnor Knights should be basic cavalry, although more expensive and slightly stronger than those of Gondor and only available after a Dunedain allegiance. They can be upgraded with Blood of the North, which improves their health and trample.
NOT these ridiculous OP knights we have.


Good ideas, but again I don't see any need for more cav when u already have the elf 1s


Canon... I don't think the Arnor army was completly devoid of horsemen.
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#1616 *Ranger*

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Posted 16 May 2009 - 06:00 PM

Neither do i. But i think Anor shouldn't have cavalry because:

Early Anor would have had a massive army, state of the art Armour, fress men, lots of reasources, food ect. But during their war with Angmar they were slowly worn down, constantly seiged and attacked. With that happening on a regular occasion, Anor wouldn't want to spend precious resources feeding and maintaining horses, so they would have kept the higher quality horses for the military captains and kings, then killed or let loose the other horses.

That being the case, is in game Anor at the late stage of the war with Angmar, or the early stage? I would personally want it to be the early stage because you would get the real Dunedin armies, but its most likely late war Anor.

#1617 Dunedain Lord

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Posted 17 May 2009 - 12:16 AM

arnor can be pretty screwed against rohan/elite cavalry
IMO, hobbits do need a little long build time. 25 build cost for the frekn hobbit house? BS
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#1618 {IRS}Athos

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Posted 17 May 2009 - 02:15 AM

I thought that you were complaining about how weak hobbits were, and now you're against something that could actually give them use? ;)
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#1619 Lord Aragorn

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Posted 17 May 2009 - 05:53 AM

arnor already have cavalery:rivendell riders and mounted rangers but it needs an own type of cavalery and also a mounted hero;give argeleb mount ability because he has weak special powers or give this ability to any hero of arnor;and for cavalery it shouldn't be a good idea to name them arnor knights because it should be like gondor;their name should be riders of the north or dunedain riders
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#1620 Uruk King

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Posted 17 May 2009 - 06:44 AM

Swords in these parts are mostly blunt, and axes are used for trees, and shields as cradles or dish-covers.

Strike one against armed hobbits.


That's your defence for stupid stick-wielding jokes, I didn't say the hobbits made the swords themselves, the Men of Arnor did, they seemed to have a decent supply of short swords and daggers that were too small for men to wield as decent swords, but they were perfect for Hobbit sized warriors, take Meryy and Pippin's sword for instance.

I do however agree that Arnor could use a different force of cavalry. To make them unique, they could have slow speed, but excellent Armour and trample damage, but their weapon damage is pretty lousy because they have shields, and their slow speed makes it difficult for them to out manuver pikemen
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