General Talk
#161
Posted 07 August 2007 - 02:54 PM
#162
Posted 07 August 2007 - 02:56 PM
#163
Posted 07 August 2007 - 04:59 PM
#164
Posted 07 August 2007 - 06:27 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#165
Posted 09 August 2007 - 12:28 PM
now i dont wanna go down that road spointz, bc if u start sayin 'well sum factions hav this, so i think all of them shuld hav it then' then every faction becomes exactly the same. they wuld all hav the sam types of powers at the same costs, and the smae types of units etc.
Well actually all factions do indeed have the same types of units remember? - the "Rocks Paper Scissors" combo of many RTS games today - as far as im aware all units in the game fall in one of these 7 categories: Pikes, Swordsman, Archers (or elites), Cavalry, Siege, Heroes, and Hero Hordes and perhaps monster (but they are oftenwise integrated w/ cavalry) occasionally have their own category, but they often take on role of either cavalry or Siege.
I'm not saying that the elves and Rohan should necessarily have it just cuz all the other races have it.
But I would actually strongly suggest it should anyone else consider it an imbalance issue that Elves and Rohan are the only races without a mid-late game resource boost. At the least, i think that if it's not gonna be touched upon on those two races, they should at least get some other form of late game boost or smth (as I said this could become a pesky little imba if ignored) Personally though, I wouldn't mind it being a type of late game boost for all factions. Cuz after the game has dragged on a bit, u need some factor to subtly empower u more, so the game speeds up a bit and stuff - ya no for the sake of quick paced, big battles later on? . Also I did note that the resource abilities for Rohan and Elves wouldn't necessarily even have to be "palantir powers" so thers already a major difference - im only suggesting for some form of resource or production boost - and it may even be an innate starting racial ability. But definitely i wouldn't want it to have the same identical role of the other resource powers (basically: mid-late game 300% temporary production boost on selected RB) - in fact that's why i suggested that perhaps it should boost production by +1 at all RB's instead of 300% production boost at one RB.
it seems as if banner carriers cant be crushed.
That's actually an entirely intentional system integrated by EA.... so the cavalry at least wouldn't be able to molest an entire batallion totally by just trampling (and cuz its annoying to always just have the banner carriers be the first one to get raped only to respawn two seconds later every time they are easily killed) , basically for balance issues again. But I can recall few ppl already have complained about how its annoying that the banner carriers always just stand alone w/ nothing happening to 'em while ther ther batallion is totally raped . I'm not sure if Rob would disagree with EA on that though.
Edited by Spointz2020, 09 August 2007 - 12:32 PM.
#168
Posted 09 August 2007 - 10:20 PM
- CaH for Angmar and Arnor: if you don't make it for them, I think it's ok anyway. Angmar could build and use wizard and troll heroes in CaH, while Arnor could build and use human and elven heroes.
- In my opinion the fortresses should be more resistant to normal troops (infantry, cavalry, most heroes).
- swap pikes/swords: this seems a very interesting point to me. Are you talking about multi unit formations? I'd vote yes. I think that formations aren't enough developed in the original game; If possible, one should be able to put more units in particular formations (let's say, at least, in a line of infantry or cavalry), which attack in linear way instead of moving and jumping on the enemy like a chaotic mass of worms (this more or less seems the way they to in the basic game). The formations of multiple units should move in a more military way, retaining the multi unit formation, like Shogun Total war or Medieval Total War for example. Is this beyond the game's possibilities?
- CaH troops the same faction of the hero: I vote yes.
#169
Posted 10 August 2007 - 08:16 AM
So, S.E.E mod is dedicated to PJ (Peter Jackson), and RJ-RotWK adds many book content to the game, so i think you should include J.R.R Tolkien to the game, and I thought that he could be a "sixth istari", in Lotr there were only five but, this would be a tribute to the greatest storyteller of all time. And without him this site or game or mods wouldn't exist, so later or sooner but i think, you should dedicate the mod tp him, and include him ingame as a real hero. It will be hard i know, because new modell and skin will be needed, but i let you to decode about this.
Everyone!!! Comment this idea.
#171
Posted 10 August 2007 - 11:17 AM
That is relative, fehik. Without Peter Jackson EA wouldn't have made the game as well, but I understand your point. I think the game already has custom Istari though, Morinhetar or something.
nah, thats 1 o the 5, its 1 o the blue wizards or somethin
#172
Posted 10 August 2007 - 12:43 PM
ok spointz, i mustv misunderstood u the first tim, sounds lik not a bad idea now tho.
lol thnx
swap pikes/swords: this seems a very interesting point to me. Are you talking about multi unit formations? I'd vote yes. I think that formations aren't enough developed in the original game; If possible, one should be able to put more units in particular formations (let's say, at least, in a line of infantry or cavalry), which attack in linear way instead of moving and jumping on the enemy like a chaotic mass of worms (this more or less seems the way they to in the basic game). The formations of multiple units should move in a more military way, retaining the multi unit formation, like Shogun Total war or Medieval Total War for example. Is this beyond the game's possibilities?
Definitely.. and i've always wanted to control like entire masses, and masses of units in a uniformed group at once.... we really need that "epic army" tyep feel in the game where we could just march them slowly across the map in like 50 x 100 block or smth !
#173
Posted 10 August 2007 - 03:55 PM
No. The 5 wizards were Pallando and Allatar the Blue Mages, Radagast the Brown, Gandalf the Grey and Saruman the White.That is relative, fehik. Without Peter Jackson EA wouldn't have made the game as well, but I understand your point. I think the game already has custom Istari though, Morinhetar or something.
nah, thats 1 o the 5, its 1 o the blue wizards or somethin
#174
Posted 10 August 2007 - 04:04 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#175
Posted 10 August 2007 - 04:11 PM
#176
Posted 12 August 2007 - 02:56 PM
Elves have defenses around thier base. I like their defenses of ents and the water horses.
I also think that the healing should be returned to normal where u have a smaller radius, but it heals full health. For now i think the building healing is fine as it is.
I hope ur mod is almost done.
I am on vacation now in another country, seeing family. We have a lot of comps so we can test the 8 player maps. I will try to keep seeing if ur mod is done so i can play it a.s.a.p.
#177
Posted 12 August 2007 - 07:09 PM
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Unique Fortress Powers: -
Rivendell - Raise The River, Summons the huge flood that destroyed the ringwraiths horses. The waters flow down both the causeways clearing them of any attackers.The flood power fx could be used for this.
Helms Deep - Last Stand, produces a few battalions of peasants out of the mountain every 5 minutes or so. (This power could produce orcs when playing the fortress as evil)
Isengard - Saruman's Wrath, produces a large fire around the fortress walls that lasts a few minutes. (The idea behind this is from the fires that Saruman creates to scorch the attacking ents in the book.)
Minas Tirith - Man the Trebuchets, increases trebuchet firespeed and damage for a period of time.
Minas Morgul - Morgul Terror, all units on the map are stunned (same effect as sunbreak power). Units near the stone gargoyles at the entrance to the causeway are reppelled away from it. It would be really cool if the pillar of light seen in the film when the mordor host starts to leave the fortress could erupt out of the citidel. I appreciate this effect is not in game so would require a lot of work :s
Dul Guldor - Nazgul's Presence, casts a dread visage type effect on all enemy units within the fortress walls. N.B. this is a power on a timer, I think it would be a little op if it was passive.
Carn Dum - Intense Chill - Snow-bind power with a larger radius. The effects are the same as snow-bind but also has the effect of taking off 1/2 health from the units in the area it is used on. (Not heroes)
Erebor - Mithryl Stockpiles - Upgrades all units on the map with mithryl mail armour. (At least 15/20 mins before this is avaliable so that units are not armoured too ealy in the game)
Fornost - (Not entirely sure about this one...) Maybe a larger radius/increased damage arrow volley.
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This is not me presenting my idea and demanding it be part of the mod, it is merely an idea I had that I thought I'd present to see what you guys think
#178
Posted 12 August 2007 - 07:43 PM
Helms Deep-Either a sunbreak, horn of helm hammerhand, or summon reinforements thing. Im leaning towards horn.
Minas Tirith-Muster the Fiefdoms? summon a bunch of them maybe?
Erebor-All units get extra armor. just passive.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#179
Posted 12 August 2007 - 08:05 PM
if u wer 2 do the last stand 1 at helms deep, it wuld mak mor sense if it just summoned the basic infantry of whoever was in the fortress (may b hard 2 do tho). of yodawarrior's ideas, i wuld prolly go 2wards the horn of helm hammerhand.
im not so sure bout the minas tirith power (either of the 2 suggested) but all others r great! good thought shikari!
i hope we can get a mapper 2 code this stuff!
#180
Posted 12 August 2007 - 08:17 PM
The earthhammer it was called I seem to remember. One of the objectives was to destroy it. in the campaign... Seems like years ago I played that. That would work well I agree.
As for Minas Tirith I really liked the trebuchet idea. In the film the trebs are the cities main defence and this power emphaises that in my mind. I was trying to stay away from summoning powers because I want the powers to be able to be used by any faction in control of the fortress and it really wouldn't make sense to have evil factions summoning fiefdom reinforcements. Unless the power changed for good and evil.. Good = Mustor Fiefdoms, Evil = Several Mumak from back of map?
I can do a bit of mapping, but nothing to this extent unfortunatly :s
Edited by Shikari, 12 August 2007 - 08:18 PM.
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