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Return of Shadow Strategic ideas


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#1 Radspakr Wolfbane

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Posted 22 February 2009 - 10:19 AM

I'm creating this topic to discuss the Strategic elements of this mod.
I have been thinking about adding new features to the mod.
Features that can add to the mod giving more flexibility and more strategic features.

So far the main features I have added are extra unit types like Shieldbearers,Healers etc.
Adding in more micro intensive units like the Lightbearers.
Increasing the unit cap and starting resources.
and of course the WAR maps.

A feature I have been thinking about is the use of Places of Power like in the game War of the Ring.
Players will capture PoP,which will give stat boosts to the owners.

I have also been thinking about stretching the game out by possibly making buildings level up slower essentially meaning that Elite units are used later in the game.

So tell me if Lone Wolf should be more Micro or Macro intensive.
I want Lone Wolf to play different from the Vanilla version of the game and different from other mods.
It will be balanced independently from the Vanilla game balanced off of the whole of the mod instead of balancing the factions to fit in with the Vanilla game.
This allows me more room to be creative with the things I put in.

So discuss,suggest and post your thoughts.

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#2 Florisz

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Posted 22 February 2009 - 12:31 PM

I WANT THE PLACES OF POWER!!!

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#3 dojob

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Posted 22 February 2009 - 04:26 PM

Some factions like Elves and the Shire should be more micro-intensive while spammy races should be more macro-intensive but as for the mod as a whole, why not both more micro and macro?

As for increasing starting resources, that may weaken decision-making because it allows for a lot more flexibility and is less punishing if a person makes a mistake in their build order or gets units killed.

And tell me more about places of power, they sound like strategic points in DoW (which were full of win); what kind of bonuses would u get and how would u get them?
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And please add Bear-mans


#4 Florisz

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Posted 22 February 2009 - 06:21 PM

I can tell you a bit about them!

Places of Power are like Inns, or Outposts. They are somewhere on the map, and the player who has control of it, or simply most units near it, gains its special power! For example, in War of the Ring, all of this comes from that game, you have a tree like Old Man Willow. It has a power that can bring units to sleep or something. You also have a Dragon skull, and that one gives you discount on upgrades. And many, many more of this. They are the bfme power point tree but different.

I hope you understand this a bit.
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#5 Taralom

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Posted 25 February 2009 - 10:23 AM

Places of Power :good:

Though you'd be adding soooo much to maps... Are you really sure you want to do all of that?
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#6 Florisz

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Posted 25 February 2009 - 04:44 PM

If he is going to do that, then I'll be back in like 2,3 years.
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#7 Radspakr Wolfbane

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Posted 25 February 2009 - 11:03 PM

It wouldn't take that long they are relatively simple things to do.

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#8 Florisz

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Posted 26 February 2009 - 10:02 AM

Okay cool! I'd be glad to test it for you... :rolleyes:
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#9 Radspakr Wolfbane

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Posted 26 February 2009 - 11:06 AM

I am still not sure about Places of Power so I'll create a thread discussing it.

In order to give more flexibility I am making the new classes (Shieldbearers,Axemen etc) more like Hard-Counters.
For instance -
Shieldbearers (I will now call them Tanks) will have Strong Armour and Health and are strong against most types they however will be weak against Axemen.
Axemen will weaken Tanks when they attack reducing their Armour and Axemen in turn will have weak Health and Armour and extra weak against Archers.

Another feature I was thinking of adding for Tanks is a short range defence buff for close by units when they are in Shield Wall Formation.

Heroes will also have a soft-counter in the form of the new Hoplite class.
Hoplites will be strong against Heroes able to do high damage against them and possibly pinning them with an attack.
The Far Harad Shocker will be a Hoplite there will be others later on.

I'm still open to suggestions so post your ideas.

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#10 dojob

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Posted 26 February 2009 - 10:57 PM

Not bad, but something as decisive as pinning shouldn't be random imo
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And please add Bear-mans


#11 Radspakr Wolfbane

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Posted 27 February 2009 - 04:28 AM

The stun attack would be an actual Special Power think like the Black Arrows in BFME2.
That depends in if I can get it to work.

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#12 Fishbone

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Posted 27 May 2009 - 08:52 PM

There should be a "tank" system, a unit with high amount of hp, perhaps low damage, so that you could hold a strong defense to slow the enemy down. Like in 300, ( I know that we are going to have phalanxes :p ) but I think they should get "beefed up" with hp
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#13 Radspakr Wolfbane

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Posted 27 May 2009 - 09:20 PM

You haven't been paying attention have you?
There is already a Tank they are the Shieldbearers.

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#14 Fishbone

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Posted 30 May 2009 - 02:51 PM

dang! :p indeed I haven't payed attention, sorry, I am kinda lost right now ;) trying to get in
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#15 Githiran

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Posted 30 May 2009 - 04:15 PM

how about heroes that can join with battalions to make an easily moveable army while also assigning different heroes to different types of units (for example, boromir and aragorn could join with men of gondor, while faramir could join with rangers, beregond with citadel guard etc.)

So, it's technically an advanced combo horde system, with 2 or 3 battalions of the same being able to join, and then them with a specific hero. I just thought it would allow for more strategy than people either hero rushing or unit spamming, and combining a bit of the two in a more effective matter.

With this system, the units joined with whatever hero could benefit from a separate leadership, (for example they become fear resistant when joined with a hero) or even allow the units to benefit from special abilities from the hero (e.g. rangers joined with faramir gain a weaker version of wounding arrow), while any units that aren't joined up benefit from the hero as normal. This would, at least, reduce the online players from spamming units, and use more effective 'groups' of battalions in a more effective manner.

I personally would find it fun adding faramir to a ranger battalion and unleashing an ambush on a party including a nazgul, only to find that screech wont frighten your troops away, leaving faramir on his own, then they all release a nice volley of weaker wounding arrows, heavily damaging the nazgul and wiping out a sizeable amount of orcs (instead of the plan going to pot, then all your men getting beaten by a few orcs, when you had the advantage ;) )

sorry for the long post, but i had a lot to explain :p
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#16 Fishbone

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Posted 03 June 2009 - 08:34 PM

that would be badass!
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#17 {IRS}Athos

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Posted 03 June 2009 - 08:59 PM

Sounds like the "General's Bodyguard" unit of the Total War series... definitely an idea to be considered, in my opinion. :rolleyes:
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#18 Githiran

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Posted 04 June 2009 - 08:23 PM

sweet! i know its not the most creative idea possible, but it would add a more collective force feel, especially, as said before, about faramir and his rangers - id just love to be able to move them all in one lot.
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#19 Radspakr Wolfbane

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Posted 04 June 2009 - 10:37 PM

Sorry to let you guys down but this idea as far as I know is impossible.
If it is possible then it's going to be a lot of work.
It wouldn't be that useful.
Heroes wouldn't be able to use their abilities.

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#20 {IRS}Athos

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Posted 05 June 2009 - 02:46 PM

If the units were slaved to the hero like creeps to lairs, it might be able to work out though...
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