The Lone Future
#81
Posted 18 August 2010 - 05:46 AM
Battles will be bigger and more epic and as in all wars there will be more than one way to win.
I'm excited for what's to come in Beta 0.4
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#82
Posted 31 January 2011 - 09:49 PM
#83
Posted 25 July 2011 - 02:06 PM
This time I want to discuss the new context plots.
In the Context plots thread I discussed an example being the new Dol Amroth map and it's use of gates.
Something I've implemented using the old build and using Watchtowers instead with good success I have a couple kinks to work out.
I've been toying with ideas of how to use the Context Plot (I'm going to shorten it to Con now).
The first idea is for the Fords of Bruinen map an old map which I'll be remaking soon (it's the original map with the waterfall shellmap).
Located on a small land mass in the centre of the ford will be the Con the controlling character will be able to summon a flood that will drown opposing units.
So a good incentive to control the Con,the power will have a global cooldown so if a player uses the spell and the enemy takes the Con soon after the enemy still
has to wait to use it.
The second idea is bridge control for maps like Sea of Rhun and the new Osgiliath map I'm working on.
Pretty simple idea one player controls the bridge (the Con would like be in the middle of the bridge) the controlling player could (depending on the map)
either destroy the bridge or block it off.
So what do you think?
Any other suggestions?
Edited by Radspakr, 31 July 2011 - 04:50 AM.
Break dancing into the hearts of millions
#84
Posted 30 July 2011 - 10:46 AM
I'm going to open up this thread discussion again.
This time I want to discuss the new context plots.
In the Contest plots thread I discussed an example being the new Dol Amroth map and it's use of gates.
Something I've implemented using the old build and using Watchtowers instead with good success I have a couple kinks to work out.
I've been toying with ideas of how to use the Context Plot (I'm going to shorten it to Con now).
The first idea is for the Fords of Bruinen map an old map which I'll be remaking soon (it's the original map with the waterfall shellmap).
Located on a small land mass in the centre of the ford will be the Con the controlling character will be able to summon a flood that will drown opposing units.
So a good incentive to control the Con,the power will have a global cooldown so if a player uses the spell and the enemy takes the Con soon after the enemy still
has to wait to use it.
The second idea is bridge control for maps like Sea of Rhun and the new Osgiliath map I'm working on.
Pretty simple idea one player controls the bridge (the Con would like be in the middle of the bridge) the controlling player could (depending on the map)
either destroy the bridge or block it off.
So what do you think?
Any other suggestions?
Maybe adding the possibility to pour hot oil or something on enemies if you like control a fortress like Helms Deep, Dol Guldur, Minas Morgul or Minas Thirith( they featured this in the ROTK video game, during the "Gondor's southern gate - Rammas Echor" level ).
I'm not sure if this might work, but you could add volunteers or mercenaries, you know like recruiting the local Elves, Hobbits, Peasants, Gondorians, Rohan riders, Orcs, Goblins, Spiders, undead, dwarfs ect. - depending on affliction. Perhaps setting up ambushes, similar to the summon Elves power.
You could also add an ability to cause a "snowslide" similar to what Saruman did, you know like the Fords of Bruinen map.
#85
Posted 31 July 2011 - 04:57 AM
The reinforcement things sounds similar to the Inns in BFME2.
Though I think I just came up with a cool idea from that,I'll put it below.
The Avalanche idea is already on the drawing board
I've been working on a Caradhras (Red Horn Pass) map which is still in it's early stages with this in mind.
The idea I just came up with is the Ambush Point,a spell that can cloak targeted units and increase their attack at the cost of movement and armour.
I could make it a Context plot thing for certain maps.
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#86
Posted 31 July 2011 - 08:42 PM
#87
Posted 01 August 2011 - 02:02 AM
Mordirith just seems kind of generic to me,and so does Agandaur from War in the North.
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#88
Posted 01 August 2011 - 04:49 AM
#89
Posted 01 August 2011 - 07:47 AM
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#90
Posted 01 August 2011 - 11:54 PM
This is a thing I've been thinking about for quite a while, how about a con involving setting up traps. Imagine this: a map covered with thick forests but with many pathways. Imagine using the threes as traps, you know like threes falling in front of the enemy blocking their path while your army storm in from the flanks! ( It's a tactic used many times irl you can see it in action in the movie Centurion I think ).
Another idea for a con is that you can create a neutral con, maybe like evil spirits attacking both armies at random. You could feature it in maps related to the "Paths of the Dead " or "Dead Marshes" and similar cases
Edited by Fishbone, 02 August 2011 - 12:03 AM.
#91
Posted 29 January 2012 - 06:36 AM
Not all will be implemented in the first beta but will be in by the second.
The first such change is for the Witch King.
One of his spells is the Relic of Angmar.
The Relic of Angmar is unique in that it's a "Relic spell" that has grows in strength over time.
Relic spells are something that's been worked for a while that's simply a Relic being placed on the ground that either buffs or debuffs similar to Taint and Elven Wood except that Relics are generally stronger but the Relic it's self can be destroyed.
Probably the most known is the Relic of Durin for Erebor.
Relic of Angmar however can't be destroyed (at least not in it's debut).
The Relic of Angmar weakens enemies by freezing the ground around the Relic.
It's starts off slowing and weakening the armor of nearby units, starts off somewhat minor but the effect grows over time gaining a larger radius and more powerful effects until it's fully powerful at which point it freezes units in their place and removes 80% of their armour.
After the Relic fades it spawns Relic Wights that can't be selected but attack and weaken enemies.
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#92
Posted 29 January 2012 - 08:55 AM
#93
Posted 31 March 2013 - 09:11 AM
Musing some thoughts:
When starting planning for LWR I decided to tone down the FX and over the magic stuff in favour of a more realistic approach.
The problem comes when I come up with great ability ideas that can't work with that approach.
I don't want to take abilities and FX too far like Arcade Edition or Edain mod's since it takes a lot away from the strategy of the game and makes the units obsolete.
The flipside is the heroes currently feel underpowered in LWR against the larger hordes and numbers of units.
But I think it's a bit strange with having regular heroes with over the top magical powers.
While magical powers are okay for some heroes like Gandalf, Glorfindel, Elrond etc not all factions have those sorts of heroes for instance Harad and Dunland.
So I have to find the balance between heroes being just sort of elite units and being gods.
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#94
Posted 04 September 2013 - 12:23 AM
I'm dusting off the topic with a new ... topic.
The Witch King
Good old WK has been getting some changes.
First off the Nazgul Guard is getting cut for 0.14 this is because of the difficulty in getting the Nazgul Guard to reliably mount up with the Mount broadcast system I implemented which currently works but not reliably.
This is because of a limitation of the game, the same one that causes Horse Shields to only appear for Rohirrim once they attack something.
Instead the Nazgul have been integrated into the Faction Upgrade system as you'll now get to unlock a Nazgul through that system.
The problem is with now 2 skills of WK's being moved to Faction Upgrade (Nazgul and Morgul Blade) that leaves a whole in his skill list which must be filled.
So I'm looking for ideas and suggestions to help round out WK's skill set.
Currently his skills are
Iron Crown Leadership - armour, exp etc
Screech (changed back to regular screech with the removal of Nazgul Guard)
-
-
My Hour - the big nuke
Mount
I'm looking for some ideas for those 2 spots be as creative as you can I'm looking for a challenge here.
The Fellbeast toggle and reimplenting Nazgul Guard are the only limits for suggestions.
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#95
Posted 04 September 2013 - 12:36 AM
Aragorn can gain his King Armor and Crown when he reach level 10
#96
Posted 04 September 2013 - 03:31 AM
ok i dont know if this is a thing or if some one else already said this but here i go...
Ringwraiths should start out with the ability to ride a horse and after they get to a high enough level should be able to ride a nazgul.
#97
Posted 04 September 2013 - 06:24 AM
#98
Posted 04 September 2013 - 08:00 AM
The first one is already there as the Morgul Blade upgrade.
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#99
Posted 13 September 2013 - 11:35 PM
#100
Posted 16 September 2013 - 09:48 AM
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