I think I drooled a bit as I read that. I think there is a game which does something to what I think you mean, called Elemental: Fallen Enchantress. http://www.elemental.../UnitDesign.png
Is something like that even possible in this game though?
23 June 2014 - 07:35 AM
I think I drooled a bit as I read that. I think there is a game which does something to what I think you mean, called Elemental: Fallen Enchantress. http://www.elemental.../UnitDesign.png
Is something like that even possible in this game though?
23 June 2014 - 02:21 AM
The guilds should be like the faction buildings you can capture that give you unique unit build types. Like the inns that allow you to make rangers and hobbits.
That was my plan, actually. Having Guilds instead of Inns, and also Daedric Summoning Circles and something that allowed you to recruit Akaviri races (The Vampire Snakes, Tiger Dragons, Snow Demons, and Monkey People)
But I've been thinking, it would be very cool if I combined the races of Tamriel into a small number of factions, then had one or two Factions that were Invading Tamriel, like another Akaviri Invasion
22 June 2014 - 12:34 AM
Sorry for the Isengard thing, I had just woken up with a cold when I posted that so I had forgotten the Dunlanders, Orcs, etc.
Anyways, I'll try to be more open minded about the factions. Perhaps I'll use the combined factions I had planned previously. We'll see.
Thanks for your insight.
21 June 2014 - 10:23 PM
I did think about combining the races into 3 or 4 factions for a long time, it was actually my initial plan. The problem is that, it just doesn't feel right, whichever way I did it. The Elder Scrolls Online Factions are just wrong, the only races out of that which work are High and Wood Elves working together. Bretons, Redguards, and Orcs have a high dislike for eachother. Nords and Dark Elves are the same, and Argonians despise Dark Elves.
I have made a list of combined factions, but as I did more research, it was obvious that it would not work. For example I had Argonians and Khajiits together as a sort of Slave Rebellion against the Dunmer (Who had a faction all to themselves because many of their units were slaves/monsters), But the two beast races actually despise eachother, although it is little mentioned.
I am not arguing with you on the point that 10 is too many factions. It's pretty massive for this game. But unless I forgo all historical, geographical, and cultural reasoning and make an arcade type mod which just mashes certain races, then 10 factions is my option.
As a side note, there are actually three orc units. The Priest and Cultist are orcs, but you can only choose one. And I believe Isengard's faction in the base game has only 4 Uruk-Hai units? (Swordmen, Pikemen, Crossbowmen, and Berserker guy)
21 June 2014 - 08:24 AM
I'll keep in mind the thing about the amount of factions, thanks. I had considered combining races into a smaller number of factions but too many of them just hate eachother or have geographical restrictions.
As for the orcs getting goblins and trolls, there are a few reasons. One issue that reaches across all the factions is that, it's difficult to design enough units for the singular races in TES, I mean, the only example of cavalry I found at all were Khajiits riding Battlecats (Which is bloody epic). Also, while researching about the orcs, I found something (Can't remember where/what it was now) that stated the capitol city of the Orcs was also full of other beastfolk. And even if the orcs and other beastfolk didn't live together, I can't see why the orcs couldn't whip up some goblin slave forces for war times.