Ask the modders
#544
Posted 03 May 2008 - 06:10 AM
Edited by Olorin, 03 May 2008 - 06:14 AM.
...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...
...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...
...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King
#546
Posted 03 May 2008 - 06:48 AM
Also, while we're on the subject, I just thought of the system of Banner Carriers in TEA, where you purchase a single unit to attach to the horde itself, thus upgrading it. It is more realistic and has its positives, the main one being that you don't have to waste 750 or so resources just to have the upgrade available (then waste more money upgrading each individual battalion); you can go straight to upgrading battalions. Another positive is that you can get the Banner Carrier to a higher level then attach it to a horde, though this is very, very unlikely unless everything goes your way. The only negative I see is that you'd have to make the Carrier journey half the map to get to the allocated battalion, in many cases, which would be annoying. Now, my question is will this method be implemented in the RA? I'm guessing no, but one can hope.
Edited by Olorin, 04 May 2008 - 06:16 AM.
...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...
...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...
...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King
#547
Posted 03 May 2008 - 03:37 PM
as for Draft.... It's a power to boost your sucky peasants in early game... Why put the power into middle-game, when the peasants are barely used?
And for what, some scouts, that doesn't really help much for early game, 'cept for capturing farms, ect, which peasants could do better.... Drafted too...
So no to the Druedain, atleast if it where up to me..
The 4th Age version 0.8 has been released: Link
#549
Posted 03 May 2008 - 09:10 PM
Edited by hman, 03 May 2008 - 09:26 PM.
#550
Posted 04 May 2008 - 06:21 AM
Aw, oh well, I tried.I, for one, hope not... It was nice, but it's boring..
as for Draft.... It's a power to boost your sucky peasants in early game... Why put the power into middle-game, when the peasants are barely used?
And for what, some scouts, that doesn't really help much for early game, 'cept for capturing farms, ect, which peasants could do better.... Drafted too...
So no to the Druedain, atleast if it where up to me..
About Draft, it occurred to me afterwards that you'd probably start getting the Armoury in the mid-game, so it does make sense to have the power in the Citadel, game-wise. But realistically, you would get geared up for war in the Armoury. Meh, Citadel's good enough.
I still think the Druedain would provide Rohan with something unique. I mean, Celeglin's Sentinels had just about two functions: spying out the enemy and capturing farms and what not undetected (the latter being a little iffy, seeing as if you encounter an enemy horde the Sentinel could do next to nothing). Both of these functions could be pretty useful in the early game. The Druedain could even have a special trap ability or something.
Edited by Olorin, 04 May 2008 - 06:37 AM.
...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...
...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...
...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King
#552
Posted 04 May 2008 - 10:24 AM
...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...
...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...
...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King
#553
Posted 04 May 2008 - 02:59 PM
Maybe they could come in groups of five, and have a powerful "ambush" ability used to take out small groups of enemies without much of a fight. They could basically act as a stealthy little task force, used for spying, scouting, capturing farms, laying traps, and taking out minor groups of reinforcements and siege equipment.Aw, oh well, I tried.I, for one, hope not... It was nice, but it's boring..
as for Draft.... It's a power to boost your sucky peasants in early game... Why put the power into middle-game, when the peasants are barely used?
And for what, some scouts, that doesn't really help much for early game, 'cept for capturing farms, ect, which peasants could do better.... Drafted too...
So no to the Druedain, atleast if it where up to me..
About Draft, it occurred to me afterwards that you'd probably start getting the Armoury in the mid-game, so it does make sense to have the power in the Citadel, game-wise. But realistically, you would get geared up for war in the Armoury. Meh, Citadel's good enough.
I still think the Druedain would provide Rohan with something unique. I mean, Celeglin's Sentinels had just about two functions: spying out the enemy and capturing farms and what not undetected (the latter being a little iffy, seeing as if you encounter an enemy horde the Sentinel could do next to nothing). Both of these functions could be pretty useful in the early game. The Druedain could even have a special trap ability or something.
#554
Posted 04 May 2008 - 04:28 PM
But a spell in the Spellbook is even better...Meh, Citadel's good enough.
And I fail to see how you can compare this unit to Cel's Sentinels... Their bought units... I know, these druedains wouldn't fit anywhere, but that doesn't bother me, I don't like 'em anyways...
But my main issue with it is... It's an early-game power... early-game.. You don't need it after early-game.. Heal, you need all the time.. Draft is usefull all the time.. War Chant is usefull all the time.. To summon a scout, is not.. It doesn't give you anything in late-game... No, not even if they can spit poison darts on the enemy..
Besides, in the middle of a battle, it sucks having to go to your citadel just to draft your peasants... (the shortcut doesn't really do any help, you'll still move away from the battle)..
edit: And having Draft at the citadel, gives Rohan, technically, another power.. So they would have 9, while the rest only has 8.. Not my idea of fair.. Would be kinda like taking Elven Allies and place it at the citadel, because that's a power too... Is it better if it costs money? No... Then it's alot worse..
Edited by Lauri, 04 May 2008 - 04:31 PM.
The 4th Age version 0.8 has been released: Link
#555
Posted 04 May 2008 - 04:59 PM
Thanks
#557
Posted 05 May 2008 - 04:56 PM
#559
Posted 05 May 2008 - 10:07 PM
Well what if they were more like spies than scouts, if there was someway to make them stealthed so they couldn't be seen by the enemy unless they attack.But a spell in the Spellbook is even better...Meh, Citadel's good enough.
And I fail to see how you can compare this unit to Cel's Sentinels... Their bought units... I know, these druedains wouldn't fit anywhere, but that doesn't bother me, I don't like 'em anyways...
But my main issue with it is... It's an early-game power... early-game.. You don't need it after early-game.. Heal, you need all the time.. Draft is usefull all the time.. War Chant is usefull all the time.. To summon a scout, is not.. It doesn't give you anything in late-game... No, not even if they can spit poison darts on the enemy..
Besides, in the middle of a battle, it sucks having to go to your citadel just to draft your peasants... (the shortcut doesn't really do any help, you'll still move away from the battle)..
edit: And having Draft at the citadel, gives Rohan, technically, another power.. So they would have 9, while the rest only has 8.. Not my idea of fair.. Would be kinda like taking Elven Allies and place it at the citadel, because that's a power too... Is it better if it costs money? No... Then it's alot worse..
#560
Posted 05 May 2008 - 10:17 PM
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users