CREEP Suggestions
#21
Posted 26 July 2007 - 06:41 PM
Creeps would more interesting of a fight with
- More units (twice current number)
- More KINDS of units. instead of one type of warg, have different breeds, like a king warg (larger) mixed in with the little tykes Or Goblins could have short pikes added in with the archers and swordsmen, making them more defensive vs. cav units
- Harder to kill. Just because they are wild, primitive beasts, doesn't mean they are weak, just means they don't have a lot of resources. Rural places breed a lot of big guys that like to wrestle, do they not? (sorry for the stereotype )
#22
Posted 26 July 2007 - 08:34 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#24
Posted 27 July 2007 - 02:38 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#26
Posted 30 July 2007 - 10:41 PM
Edited by zachdaddy_3000, 30 July 2007 - 10:44 PM.
#27 Guest_BalrogSlayer123_*
Posted 12 August 2007 - 08:14 PM
I also think that the wights in the game look like wraiths, since they're ghost-like.
Maybe the wights should be changed to waiths for the Morgul Blade power, and a new model be made for wights; like a zombie or skeleton.
#28 Guest_BalrogSlayer123_*
Posted 12 August 2007 - 08:42 PM
P.S. I don't know if you can do that since I'm not a modder, but it's just a suggestion.
#29
Posted 12 August 2007 - 08:49 PM
#30
Posted 13 August 2007 - 10:42 AM
Has anyone noticed that the Morgul Blade power that the Nazgul have turns enemies into wights. It really should turn them into wraiths.
I also think that the wights in the game look like wraiths, since they're ghost-like.
Maybe the wights should be changed to waiths for the Morgul Blade power, and a new model be made for wights; like a zombie or skeleton.
True. The 'barrow'-wights are basically human bodies possessed by evil (probably elven) spirits. The Morgul knife effect is to draw the dying mortal into the shadow realm, turning him into an evil spirit (wraith) himself.
What we'd need for the borrow-wights would be an intelligent animated body with an aura of confusion and the life force leaching powers.
Noted for future use.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#31 Guest_BalrogSlayer123_*
Posted 13 August 2007 - 12:18 PM
#32
Posted 13 August 2007 - 06:19 PM
- Remove the face from the Wights and rename them to Wraits, and then create a new model for Wights... perhaps we could use the zombie like model that is being thrown into the tunnel at the Uruk Pit and just reskin it a bit?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#33
Posted 13 August 2007 - 10:59 PM
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
#35 Guest_Guest_*
Posted 17 August 2007 - 05:29 PM
#36
Posted 22 August 2007 - 12:18 AM
I fail to see what this has to do with CREEPS and lairs??? From now on NO suggestions will be taken into consideration if they are posted into the wrong thread *deleted*for the farms the range thing should be removed cause you dont use the terrain near the farm. only the inside the building. and on caves, furnaces and slaughter house the terrain is useless so..
That is a pretty cool idea... *noted*Do you think you could make an small orc camp with the original orcs that join anyone fighting as morder? You could use the nuetral building that has 3 tents and a campfire.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#37
Posted 22 August 2007 - 01:14 PM
I'll get right on it.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#38
Posted 22 August 2007 - 02:11 PM
Hehe you could have gondor soldier creeps in gondor controled areas mordor in mordor and so on.
Then again i guess that would make the game pretty unbalanced well anyway i like the sound of
"Ther is a non wild gondor soldier battalion over there!"
#39
Posted 13 September 2007 - 09:52 AM
I had another thought on bfme2 that I thought was worth a mention. I forget witch patch it was ( either 1.05 or 1.06 ) but the patch added double the gold and a level up for a hero if a troll lair, wild goblin cave, wild warg pit or barrow wrights tomb was destroyed. Making them more worth while to destroy sooner than latter if at all. Unfortunately this was taken out of the game once the expansion was added and EA never put it back in the game.
I thought it may make games a little more interesting if they also gave maybe 1-5 spell book points as well.
#40
Posted 13 September 2007 - 11:14 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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