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#1 Lt Commander Chris

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Posted 17 October 2008 - 07:13 PM

I have read that it was intended to make capturable outposts have a build area somewhere... Anyway I liked the gist of this but have some interesting suggestions:

Presently one starts with a fortress. It has x build radius.

I suggest three buildings (buildable) which provide building area:

Fortress: Basically what we have already. Big build time, big price like presently. Not only a base of operations, but also highly defensive and provides a tactical strong-point. (build cost 25,000)

Headquarters: A building which isn't a fortification, but is a big established base, and isn't fragile. Has 3-4 build pads with similar options to fortress, but less innate defences and health/armour. Still formidable. Provides roughly the same amount of build area. Has some upgrades. Can recruit heroes. (build cost 7,000-11,000)

Outpost: A small forward base, has a single build pad for tower/artillery off side, requires siege weaponry or massed numbers to destroy still, but is but an outpost. Provides a workable but small area of land for a small base. Basically in terms of defence, a highly beefed up tower with a pad and capacity to build porters. Can't recruit heroes. (build cost 2,000-5,000)

Basically, instead of a great fortress, one starts with a Headquarters, still a defensible building but more realistic and less uber. You can build fortresses later when you have money. Headquarters are still quite tough, but not on the scale of the castle-like fortress.

Outposts allow for, well, outposts in the map, small defences and bases on bigger maps, useful. Not weak but nothing on scale of fortress and weaker than a headquarters. Headquarters can also be built, for bigger new bases, as can fortresses. Flexibility but weaknesses.

Different strengths of base and outpost possibility - doesn't it give you that fuzzy feeling inside?

;)

Edited by Lt Commander Chris, 17 October 2008 - 07:15 PM.

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#2 zachdaddy_3000

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Posted 19 October 2008 - 02:09 PM

Well, actually, Men and Evil men both have a separate "headquarters" with which to build other heroes. Men have the Rohan Royal House (pretty sure that's not the name, but you get the gist of what I'm talking about), that's a mini-fortress, and you're able to fill it with archers to defend it, and it gives the "draft" ability, as well as building the rohan royal guard (and I think Naz is going to implement the requirement of needing it built before you're able to build rohan heroes, which was always a nice touch). And with Evil Men, you're going to get a Harad minifortress with the ability to create Harad Heroes.
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#3 Lt Commander Chris

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Posted 19 October 2008 - 05:46 PM

They would fit the headquarters role quite well, but they won't provide opportunity for new bases, so are only useful as slight defences and for their recruiting (and you can't recruit heroes *from* them).

Also I still like the idea of them having gradually fewer build plots for defence.

Edited by Lt Commander Chris, 19 October 2008 - 05:47 PM.

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#4 zachdaddy_3000

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Posted 19 October 2008 - 07:09 PM

Also, remember that the dwarves have a minifortress summon on their lowest tier of powers beside earthquake. And I believe you can summon heroes from that too. And what "bases" are you referring too? Because the only thing that have building limits are wallhubs and walls.
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#5 {IRS}Athos

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Posted 19 October 2008 - 07:11 PM

I like the idea of smaller bases, like forward command centers or something.
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#6 Lt Commander Chris

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Posted 19 October 2008 - 07:53 PM

Really most buildings I think should be limited in bases, but yes walls etc. for defences around new bases.

The dwarven one is a high level power, 'citadel', and it's a full fortress.

And yes so do I ithilien :p.
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#7 {IRS}Athos

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Posted 19 October 2008 - 09:52 PM

Really, Goblins should have really weak fortresses, but cheaper and smaller... Mordor and MotW should have big strong ones... and maybe the elf fortresses could have some stealth, like you can't find them until you're right on top of them... Well, that's what I think, anyways. And I like "..."s...
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#8 Lt Commander Chris

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Posted 20 October 2008 - 03:50 PM

I see the logic in having the elf fortresses not as strong as men and dwarves, but contest this on the grounds of the literature (as we do not see evidence of them in the films). Loosely quoted from The Fellowship of the Ring:

The Numenorians were skilled in stonework and building, which they in turn had learnt from the Elves.

The Men learnt their skill in building (eg. Orthanc and the walls of Isengard, Minas Tirith's walls, etc.) from the Elves, who do not just rely on wood etc. Indeed speaking of Rivendell Gandalf describes that 'We are in a fortress', merely describing the House of Elrond.
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#9 Prince of the Dark Forest

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Posted 20 October 2008 - 05:00 PM

I like this idea, perhaps you could pay a certain amount of resources to upgrade your base camp (Lv 1) or Headquarters (Lv 2) to a fortress (Lv 3)?

Or if you start with a Base camp, after a certain time or buildings built, the fortress could upgrade itself (similar to resource producing buildings).
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#10 Lt Commander Chris

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Posted 20 October 2008 - 05:03 PM

I'd prefer the choose-to-build option; it did occur to me, I wonder if it's possible though.
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