Arnor
#1601
Posted 09 May 2009 - 03:55 AM
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?
#1602
Posted 09 May 2009 - 08:54 AM
#1603
Posted 09 May 2009 - 02:34 PM
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
Posted 10 May 2009 - 10:00 PM
hobbit houses should definitely be made more expensive though.
#1605
Posted 11 May 2009 - 04:12 AM
Well Arnor needs something in there Inn besides hobbits
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
Posted 11 May 2009 - 05:16 AM
#1607
Posted 11 May 2009 - 07:48 AM
Here are the new Hobbit units that I think Arnor should have if Hobbits are going to stay in the Faction: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.
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 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.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.
Edited by Eärendur, 11 May 2009 - 07:52 AM.
#1608
Posted 11 May 2009 - 11:37 AM
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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#1610
Posted 11 May 2009 - 04:50 PM
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.
#1611
Posted 13 May 2009 - 03:34 PM
Would be nice if there would be Arnor knights simular to Gondor knights, basic cavalery.
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#1612
Posted 15 May 2009 - 08:27 PM
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
Posted 15 May 2009 - 09:41 PM
Strike one against armed hobbits.Swords in these parts are mostly blunt, and axes are used for trees, and shields as cradles or dish-covers.
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#1614
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
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
Posted 16 May 2009 - 06:00 PM
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
Posted 17 May 2009 - 12:16 AM
IMO, hobbits do need a little long build time. 25 build cost for the frekn hobbit house? BS
#1618
Posted 17 May 2009 - 02:15 AM
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#1619
Posted 17 May 2009 - 05:53 AM
#1620
Posted 17 May 2009 - 06:44 AM
Strike one against armed hobbits.Swords in these parts are mostly blunt, and axes are used for trees, and shields as cradles or dish-covers.
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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