Inn factions
#81
Posted 10 April 2009 - 09:59 PM
Anything built from a capturable building cannot be carried over, for some stupid reason only ea knows.
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#82
Posted 10 April 2009 - 10:26 PM
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#83
Posted 19 April 2009 - 10:25 AM
I've always had a weak spot for customization (hell, CAH was one of the main reasons I bought the pc version), I love playing dwarves and adding the southeren fiefdoms... but.
There are (in my opinion) not enough maps with an inn.
In the normal BFME II there wasn't much use to inns (one unit!?) so it didn't matter.
An other problem i'm encountering is that the inns take a long time to gain levels and that they're (in most cases) are too far away from the base (which wasn't a problem when you could only create one type of unit)
So I would suggest to add more inn's to several maps and closer to bases (Helm's deep could really use one)
On the other hand, I think the usage of inn factions adds a little flavor to the game, you can stiil play with you're favorite faction, whil eadding new elements.
And seeing how much work goes into it, wouldn't it be a good idea (Once again I'm throwing up a ball here) to add a buildable inn too all factions?
Just like the elves have now.
When you build one, you can select which faction you like to ally with, as soon as this upgrade is complete, the banners of that faction appear on the outside of the outside of the inn (could get another name though) and you can build other inns (which also carry you're allies banner)
It can also give better use to the former Mordor tavern (clan steadling WTF!?)
This way the reinforcemenst can be trained closer to home and better defended.
Might also work out for the arnor elven/Dunedain problem, just choose which of both you like too ally with.
As I said, I'm just throwing up a ball here (like many times before) it's just a suggestion, but I think it could be a good way of getting the maximum out of inn factions.
I just think the whole idea of allying with other factions could be a main gameplay thing other than just "something extra", you could really suprise you're enemies when all of a sudden Dwarfs are going LEEEEEEROY JEEEEENKINS on their base while you are playing elves.
(But if it's the idea of keeping the summon allies uprgade to be unique to the elves I understand, you don't want to make it a regular gemeplay thing)
"Is that all there is? ... no challenge? ... no resistance?"
"Fear...fear is the mind killer!"
"Don't see it as an obstacle, see it as an chalange!"
#84
Posted 20 April 2009 - 09:07 PM
But don't add too much units in the main factions. It's the problem of other large scale mods. The originality of a faction don't only come from what they have but also from what they lack. For example too many Khand riders in Mote would destroy the pleasure of playing Rohan. In the Inn they might appear because it needs a lot of time to capture and upgrade the Inn , so they can't become your main strength. Also what's cool with the Inn is that their numbers are limited because you can't build them and so you can't reach the production speed you get by building 4 barracks. And also please don't put Inns on every maps (50 to 60% would be a good number I think).
If you add buildable Inn you would have overcrowed faction lacking no units and so being not very different from others (the subfaction diseases)
I think that southern fiefdom should remain the only faction with nearly all type of units (basic swords, spears archer ... ) but no really unique units or technology. Other Inn faction should have very unique things but serious weaknesses that make them unable to be a faction on their own. I know it would bring a huge amout of work to imagine and create those Inn factions and I don't expect it to be done in the near future
[PS] Finally i wonder if making so many heroes for SF is such a good idea (only 3 imo is a good number) At least don't make them overpowerfull
Edited by Bengamey, 20 April 2009 - 09:24 PM.
#85
Posted 07 May 2009 - 09:12 PM
PerfectI personnaly would rather remove Elven, Gondor, Rohan, Dwarves, Mordor, Isengard, Goblins, Rhun and Harad from Inns and replace them with secondary factions that doesn't appear anywhere else.
#86
Posted 07 May 2009 - 09:12 PM
PerfectI personnaly would rather remove Elven, Gondor, Rohan, Dwarves, Mordor, Isengard, Goblins, Rhun and Harad from Inns and replace them with secondary factions that doesn't appear anywhere else.
#87
Posted 01 June 2009 - 05:57 PM
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#89
Posted 06 June 2009 - 01:58 AM
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#90
Posted 06 June 2009 - 07:20 AM
"Is that all there is? ... no challenge? ... no resistance?"
"Fear...fear is the mind killer!"
"Don't see it as an obstacle, see it as an chalange!"
#91
Posted 07 June 2009 - 12:58 PM
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I had the meaning of life in my signature, but it exceeded the character limit.
#92
Posted 07 June 2009 - 03:14 PM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#93
Posted 07 June 2009 - 05:22 PM
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#94
Posted 08 June 2009 - 01:25 AM
Give.
It.
Up.
Edited by Ring of Fate, 08 June 2009 - 01:26 AM.
#95
Posted 10 June 2009 - 04:03 PM
Evil factions from wotr:
- Remnants of Angmar, offers some units form the angmar faction (Surely there were some followers left)
Angmar:
- Remnants of Dol Guldur, some Mordor like units;
- Arnorian traitors, some Arnor units carrying the Witch Kings banner (Would be of value, it would give angmar shielded footsoldiers and low tier archers)
Good factions from wotr:
- Remnants of Arnor (less likely to have remnants than Angmar but...)
Arnor:
- Angmarian deserters, some black Numenorians who didn't fully agree with the WK. this sub faction offers some (human) units from the Angmar faction under the Arnorian banner (Heavy footmen with claymores and mid tier archers for example);
- Hillmen of Dunland (Did all tribes rally behind the Witch King?)
Arnor and Angmar:
- Mercenaries, a subfaction that offers some variety of human and dwarven units who chose the side of the highest bidder.
problem here might be heroes, but we could add some commander like units.
Another Idea, you could use the "remnants of" and mercenaries as a standard faction you get next to you're chosen faction when capturing an inn.
Oh and (Please tell me wether this is canon or not), couldn't we have something with some undead units...
I mean Sauron was a Necromancer wasn't he.
So why not a necromancer subfaction?
"Is that all there is? ... no challenge? ... no resistance?"
"Fear...fear is the mind killer!"
"Don't see it as an obstacle, see it as an chalange!"
#96
Posted 11 June 2009 - 12:25 AM
Well, I might as well start sometime this week...
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#97 Guest_Coopers_*
Posted 24 June 2009 - 01:45 PM
#99
Posted 24 June 2009 - 10:09 PM
I love lying to you scryer
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#100
Posted 25 June 2009 - 12:35 AM
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