Capture-Able Buildings
#1
Posted 15 November 2011 - 03:20 PM
Could there be perhaps more and actually useful types of capture-able buildings? Ones that give some major important benefit that actually makes them worth having? Perhaps one that gives a major economic bonus or something of that sort.
#2
Posted 15 November 2011 - 11:56 PM
I wouldnt mind seeing some objects that grant a large radius "line of sight" Was kinda toying with the idea for a cirith ungol map, having the tower be capture-able and grants a large line of sight to the map. Might be interesting to see buildings that
reduce research time
reduce recruitment time
reduce research cost
reduce recruitment cost
reduce construction cost
increase construction speed
any of these could be unit specific or limited to certain researches / buildings. Though the reduced research time is not as useful as it seems.
#3
Posted 16 November 2011 - 12:48 AM
Save the environment, use green text
Some Bullshit Somewhere
#4
Posted 16 November 2011 - 01:56 AM
#5
Posted 16 November 2011 - 05:38 AM
Maybe some buildings could have important research upgrades that could be purchased only there and no where else. Something that buffs troops, buildings, or economic output(like market upgrades).
Some could be ruined towers that can be captured and reconstructed that are far more powerful than regular towers. Something allowing a lot of garrisons, and has both a artillery and arrow shot.
#6
Posted 16 November 2011 - 06:53 AM
What we had in mind will happen in the future. AFTER our first release.
Edited by Ridder Blauw, 16 November 2011 - 06:56 AM.
The Nazgûl's Watch
#7
Posted 16 November 2011 - 03:24 PM
#8
Posted 16 November 2011 - 05:01 PM
RB I couldn't recall what was decided or if there was a thread already. No harm in furthering the discussion though.
#9
Posted 16 November 2011 - 08:30 PM
I say no more.
It only includes certain parts related to this I see, so feel free discuss anyways.
Me and Naz had alot of discussion in the past on these type of things in the past I don't think we should drop ideas cause they are not from the DC.
Would be silly.
Edited by Ridder Blauw, 16 November 2011 - 08:32 PM.
The Nazgûl's Watch
#10
Posted 16 November 2011 - 11:07 PM
Gollums mention of the plots did get me thinking about the outpost system and how that works. I think a much more realistic way to do this would be to use the BFME economy plots and have them instead of building a farm or lumber mill, Have 5 different options to build a specific structure that gives some sort of boost. It never made sense to me to have a random outpost just sitting out there in places like "Northern Ithilien" or the "Cross Roads". Surely any regions near the enemy would be rendered desolate of life and structures not to mention that some of these places just wouldnt have a free standing structure, and it takes away from the realism. Sure you could swap another building to be more region specific and that does apply to some extent.
However if Economy plots were capturable again then player on the maps would be "building" these bonus structures rather than them just being there and sticking out like a sore thumb.
So lets say you find the economy plot
Then you could build 1 of several different things
Mine - Economy boost
Inn - Recruit specialized units
Outpost - Boost to research
Tower - Vision and defensive structure
Monument - Defensive Boost structure like statues
Heres some different structures that might work
Obviously the more of the plots you control the more of the boosts you can have, thus making map control important.
#11
Posted 17 November 2011 - 05:58 AM
The Nazgûl's Watch
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