Gondor (MotW) faction
#181
Posted 08 January 2008 - 06:47 PM
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#182
Posted 09 January 2008 - 07:58 AM
I was playing around the other day with rohan and it's heroes and I thought it was a little strange that theoden's glorious charge does not work on eomer and eowyn. I'm not sure if I understand the power correctly but I assume it temporarily gives the units an instant trample to any enemy infantry they come in contact with as well as a temporary armor bonus ( I might be wrong on that ). I just thought it might be worth extending theoden's power to include the rohan heroes on horseback as well. Possibly all units and allies units on horseback as well if it dosn't already.
just a thought
Edited by ttandchotmail, 09 January 2008 - 08:00 AM.
#183
Posted 12 January 2008 - 01:10 PM
#184
Posted 12 January 2008 - 01:46 PM
Before that happens, we will have to address the FireArrow issue though. No way in hell can fire arrows work the way they do now (much like the unlimitied axes of dwarves) nor would everyone even use fire arrows. What i could think of would be stuff like AP-rounds (specially designed arrow heads), BowTech (like Longbows or CompositeBows). Fire arrows should be an option for a special power, not regular ammunition.
Anyways, it will be addressed, sooner or later.
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."
#185
Posted 12 January 2008 - 03:39 PM
imo it would unbalance things too much :/ not really sure tho...
#186
Posted 12 January 2008 - 04:24 PM
Hell, it could work just like the Barbed Arrow Power. You'd have to purchase it as an upgrade first. Then, you'd have to purchase it as an upgrade on the Ranger/Gondor Archer for them to use it.
As for AP Upgrades: It'd be like them using bodkin point arrows (for example) and upgrading to broadhead arrows.
Henry Miller, Tropic of Cancer
#187
Posted 16 January 2008 - 05:55 PM
maybe make it like this:
for every faction, the normal arrowtips are just plain iron...
then for each different faction, you will get a special arrowtip AND a extra form of enhancing the arrow(fire, magic, forged steel)
MotW
Special arrowtip : Numenor Iron??
Enhanced arrow: Fire
Elves
Special arrowtip: Silver/Gold
Enhanced arrow: magic
Dwarves:
Special arrowtip/axeblade: Mithril
Enhanced arrow/axe: Upgraded with several diamonds and stuff?
Mordor:
Special arrowtip: rusted tip
Enhanced arrow: Fire
Moria:
Special Arrowtip: Poisoned tip
Enhanced arrow: Fire
Isengard
Special Arrowtips: none, they already have crossbows?
Enhanced arrow: Fire
dunno, how you guys feel about this?
#188
Posted 16 January 2008 - 08:09 PM
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."
#189
Posted 29 January 2008 - 09:11 PM
"This ought to be the greatest gatherin' of pirate lords in our lifetime."
"And I owe them all money." - Hector Barbosa and Jack Sparrow
#190
Posted 30 January 2008 - 08:17 AM
Now I know that you guys want to keep this to the movies and all...which is still cool...but I think that the Southern Fiefdoms of gondor should be included a little more. Especially the Knights of Dol Amroth, who were probably gondor's most elite fighting force. I suggest putting in Imrahil as a normal hero, making the KoDA as inn units (cav and infantry or one battalion mounting, if possible) and including the rest of the fiefdoms such a lossarnach, morthond, pelargir, blackroot vale, lebennin etc. in a power or summon. This is just my opinion of course the final decision is up to you, Sorry if I came across as bossy or demanding.
Totally for KoDA and Prince Imrahil. Although not in the movies, they figured prominently in the books. Including the other fiefdoms may oversaturate MOTW with units almost identical in function and form, if not name and appearance.
#191
Posted 30 January 2008 - 01:38 PM
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."
#192
Posted 31 January 2008 - 01:35 AM
You do know that the 'Summon Rohirrim'-Spell will be replaced by the Knights, don't you?
That's a start...but I was hoping that the knights would be permanant Elite super-cavalry, and Imrahil as a Hero. Then the other fiefdoms as the summon. Should be able to dismount horses too. MotW should be a mega-cavalry faction in the game anyway, since dwarves control the infantry, elves with their archery, and so on. Once again, its just my opinion.
"This ought to be the greatest gatherin' of pirate lords in our lifetime."
"And I owe them all money." - Hector Barbosa and Jack Sparrow
#193
Posted 31 January 2008 - 06:13 AM
I had an interesting thought about peasants, IN TT we clearly see young boys being conscripted to defend helms deep, maybe you could add reskinned hobbit sherrifs to the peasant battalion. or possibly remove all the women and replace with them.
#194
Posted 01 February 2008 - 01:44 AM
#195
Posted 01 February 2008 - 01:49 AM
#196
Posted 01 February 2008 - 06:57 PM
actually I suggested somewhere in this thread that rohan should have a battering ram carried by men on horseback.
Also I think the idea from RJ-ROTWK of having axemen Rohirrim that does good damage to structures would also be nice.
#197
Posted 02 February 2008 - 01:24 AM
actually I suggested somewhere in this thread that rohan should have a battering ram carried by men on horseback.
Good Idea, but its kinda hard to swing a battering ram from horseback don't you think?
"This ought to be the greatest gatherin' of pirate lords in our lifetime."
"And I owe them all money." - Hector Barbosa and Jack Sparrow
#198
Posted 02 February 2008 - 03:49 AM
#199
Posted 02 February 2008 - 08:04 PM
Ive never swung a battering ram from horseback The Idea actually cam from the movie Willow.
Long time ago, on the official EA forums, I suggested an upgrade for Rohirrim that turned a normal Rohan cav unit into a type of siege unit. One would research an upgrade giving the battalion ropes with grappling hooks that each rider would toss out to a building and hook into. Then, in a fashion similar to "drawing and quartering", the battalion would literally pull the structure apart with these ropes. Having this upgrade does nothing to their normal abilities as a cav unit when NOT engaged in pulling down a structure (meaning they do not cease to have melee and trample abilities). However, this type of siege would be considerably weaker than your typical catapult or battering ram in terms of damage, AND while using this ability, the cav unit cannot fight off any kind of attack. The ability can be toggled off to revert the unit back to regular cav though.
#200
Posted 17 February 2008 - 04:37 AM
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