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Capture-Able Buildings


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#1 isledebananas

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Posted 15 November 2011 - 03:20 PM

The topic on getting different creeps to expand the variety of SEE. However, one part of SEE that wasn't unchanged was the capture-able buildings. All there is of course taverns, beacons, and harbors. They are rarely used and mostly unnecessary and don't give any bonuses to possessing them really. Beacons do something important, but the range is quite limited on the area they uncover. Harbors and Taverns though rarely do anything and aren't used in most games no are they necessary.

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 njm1983

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Posted 15 November 2011 - 11:56 PM

You make some good points. However beacons are supposed to reduce the time it takes for spells to be ready.

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 Hostile

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Posted 16 November 2011 - 12:48 AM

I think it's one of the most unused thing in the game.

#4 njm1983

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Posted 16 November 2011 - 01:56 AM

An interesting idea would be to change outposts to have economic researches like above, the catch would be to only allow one type to be researched per outpost owned.

#5 isledebananas

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Posted 16 November 2011 - 05:38 AM

Yeah something like that is what I mean. A different building depend on what it does. One of my ideas was to remove the mithril mine from the dwarves and make it a capturable-building. Mithril was rare and wasn't something you could just dig anywhere and find so I thought having one capture-able version on some maps that gives a good bonus would be a good use of the building.

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 Ridder Blauw

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Posted 16 November 2011 - 06:53 AM

The SEE team discussed this a while back. (NJM check the Staff Forums you'll see)
What we had in mind will happen in the future. AFTER our first release.

Edited by Ridder Blauw, 16 November 2011 - 06:56 AM.


#7 Gollum

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Posted 16 November 2011 - 03:24 PM

I miss the 3 build plot captureable mini bases! They were the best I miss something like that in BFME 2
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#8 njm1983

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Posted 16 November 2011 - 05:01 PM

Lol gollum, totally unrelated. However it doesn't pose as an interesting idea for capturable plots rather than structures. I never liked the capturable system, mostly because there is no logic in having a random outpost or inn in the middle of nowhere.

RB I couldn't recall what was decided or if there was a thread already. No harm in furthering the discussion though.

#9 Ridder Blauw

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Posted 16 November 2011 - 08:30 PM

http://forums.revora...ecial-features/

I say no more. :wink_new:

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. :sleep:
Would be silly. :facepalm:

Edited by Ridder Blauw, 16 November 2011 - 08:32 PM.


#10 njm1983

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Posted 16 November 2011 - 11:07 PM

Ahh yeah I remeber that stuff now, thats more for the beacon and inn system.

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
Posted Image

Obviously the more of the plots you control the more of the boosts you can have, thus making map control important.

#11 Ridder Blauw

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Posted 17 November 2011 - 05:58 AM

No Inn... the other stuff is nice. :)




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