[en] Edain Mod > [Edain] Mordor Suggestions
Easterlings and Haradrim Allies
goat stealer:
--- Zitat von: hoho96 am 28. Apr 2015, 15:30 ---recharge time on the spells can greatly be decreased by building tribute camps (the resource building).
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I'm not sure how greatly the recharge can be increased by the number of tribute camps, for me it seems to be a rather long time no matter how many of those things I have up. That aside, if you do have a large amount of tribute camps then you'll also have a large amount of resources for other units.
--- Zitat von: hoho96 am 28. Apr 2015, 15:30 ---If they were made to be summoned anywhere on the map (like other factions summons) then they will have a time limit. Now here's the advantage of Mordor; you can just keep summoning Evil Men without any number limit (aside from CP). You say you can fill up their roles with other units? other units needs resources to be spent on, but since evil men are in the spellbook, they're relatively free!
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Emphasis on relatively. Yes you can summon evil men freely through the spell book but like I said earlier, only two different units at a fairly lengthy time, which seems much more costly than resources. Yes you can ease the cool down time with additional tribute camps but this also can grant plenty of resources and CP points, meaning that you can use other units to fill their roles with much greater ease which seems to further undermine the usefulness of the evil men.
--- Zitat von: hoho96 am 28. Apr 2015, 15:30 ---oh an Morgul riders as cavalry is immensely expensive not only in resources but also in CP (120 for a single battalion!!) now when you compare this with other factions, you can clearly see how Mordor lags behind in terms of cavalry, and how Haradrim are the most feasible option.
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Admittedly, I underestimated the feasibility of Morgul riders and how easy it is to access them. Yes Haradrim are more feasible in terms of accessibility, but better doesn't mean good and they're not much better than Morgul riders. I get that cavalry isn't meant to be Mordor's strong suit by any means but surely that doesn't mean that Haradrim should be too restricted like they are now, right?
--- Zitat von: hoho96 am 28. Apr 2015, 15:30 ---Maybe something related to Saurons influence? Like cumulative on evil men when casting the influence on different buildings?
Maybe the tribute camp can a single extra special unit (maybe some of the scrapped units, or even a hero) and the armory can get evil men better equipment (all the while still doing the previous bonuses).
just throwing some ideas xD
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Not quite sure how this would work but I'd love to hear just about anything that could improve this. My ideas were mostly spitballing as additional factions won't likely happen any time soon and two more outpost fortresses with yet more units will over saturate Mordor's units, but ultimately I just want the evil men to be more accessible.
Some Corsair raiders to go with their ships would also be lovely.
Elendils Cousin 3. Grades:
--- Zitat von: Morgul Orc am 29. Apr 2015, 02:29 ---Regarding the reinforcements, we can make a building similar to the signal fire with Gondor that calls for reinforcements and you can have a ring power that increase the reinforcement just like Gondor.
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And that would be quite boring, wouldn't it? Taking that unique thing from that one faction and giving it to the other one so that it's not unique any longer doesn't sound too great to me. ;)
--- Zitat ---I'm not sure how greatly the recharge can be increased by the number of tribute camps, for me it seems to be a rather long time no matter how many of those things I have up.
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The time reduction should go up to 30%, assuming that it works correctly. Although I'm pretty sure that the spellbook has an increased cooldown in larger games, maybe that has something to do with your feeling as well.
--- Zitat ---Why wait for a single battalion of Easterling pikemen and halberdiers when I can pump out 5 hordes of orc warriors and pikement instead? (A situation which gets even more one sided if Morgul/Guldur orcs are available) Need Calvary? There are always Morgul knights or the Black Riders. Mumakil? That can more or less be replicated with enough Trolls.
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As hoho said, they are free xD. They're also quite a bit stronger, have access to a formation and start at level two (I think?). And if you want to recreate the impact of a mumak with trolls, you need to spend a lot of money. And by a lot I mean A LOT. The moment your opponent sees that monster it will get focused by every single archer he has available. Either that, or he runs for his life while your mumak charges down his army.
I'm also a bit sad that so much stuff just disappeared (all those sweet heroes), but Mordor already has three different options on their outpost, so I don't like the idea of giving it another one.
Morgul Orc:
I have thought about it in a good way so here's my idea:
The Tribute camp now will not gain resources and you cannot build it in castle's, camps or outposts. Instead you can only build it in settlements.
When you build a Tribute camp you will have 3 options to choose from: tribute to Rhun or Harad or Umbar. Once you choose a faction you will have a choice of 3 units to call from but at the start you are restricted to one of the units because the other 2 units require certain things to unlock. Let's say for example you choose Harad, there are 3 different units you can call:
Unit 1 Haradrim archers
Unit 2 Haradrim cavalry
Unit 3 Mumakil
If you built one Tribute camp and choose Harad you can only call the Haradrim archers at the start. The Haradrim cavalry requires level 2 Tribute camp to call, in order to unlock the "Upgrade" option it requires Sauron's influence on the Tribute camp. Sauron's influence on the camp basically allows you to upgrade the Tribute camp building. Now to call the Mumakil you need two things, you have to upgrade the Tribute camp to level 3 and you need a new Passive power that replaces the "Haradrim reinforcements" that basically allows you to call the Mumakil or Unit 3.
Bear in mind that a single Tribute camp only calls one battalion of each unit. That means if you want more units you can build more Tribute camps and each of them STILL calls one of each unit with recharge times like the call reinforcements power. Also the more Tribute camps you have the less recharge time of spellbooks. The power "Rhun reinforcements" is now replaced with a passive power that allows you to PURCHASE upgrades for those units.
So now that I have explained, here's the units of all factions of the Tribute camp:
Harad:
Unit 1 Haradrim archers
Unit 2 Haradrim cavalry
Unit 3 Mumakil
Rhun:
Unit 1 Easterling pikemen
Unit 2 Soldiers of Rhun (these are the ones called Easterling halberdiers but I would really suggest to change them to pike instead of swordsmen like bfme 1)
Unit 3 Easterling hero unit with special easterling leadership
Umbar:
Unit 1 Corsair swordsmen
Unit 2 Corsair Knife throwers (ranged swordsmen unit similar to haradrim spear throwers strong against pikemen)
Unit 3 Corsair Fire bombs throwers (ranged unit very strong against buildings)
Each faction is powerful in unique way. Harad has powerful cavalry, Rhun has powerful pikemn and Umbar has powerful swordsmen.
I also think that slaughter houses can now be built in camps and castles instead of the Tribute camp.
I hope you like my idea xD
Morgul Orc:
We can also do it in a different way in which there is a passive power which replaces the Rhun reinforcement power that unlocks unit 2 and another power that replaces Harad reinforcement that unlocks unit 3. Sauron's influence on the Tribute camp will unlock upgrades for the reinforcements in which you can PURCHASE. When you built a Tribute camp and chosen a faction, the units call timer is reset because otherwise people can take advantage where they can build a Tribute camp to call reinforcments and then disable and build it again so they can call spam.
For the factions of the Tribute camp I think each has different unique strategy:
Harad has archers at the start to help support mordor a little until you can get enough power points to unlock Unit 2 which is Haradrim cavalry which is very useful.
Later on in game when you unlock unit 3 which is Mumakil which can destroy structures and units and the Haradrim archers can ride him.
Rhun has Easterling Pikemen at start which are decent pikemen and for Unit 2 they have Soldiers of Rhun which are stronger pike with formation ability. Unit 3 is a Hero Unit with powerful leadership for Rhun units which makes both Easterling pikemen and Soldiers of Rhun get normal damage from enemy swordsmen instead of being weakened by them.
Umbar has Corsair swordsmen at start which have passive ability scavenge in which they can get resources by killing enemies. For Unit 2 they have Corsair knife throwers which are ranged and strong against pikemen. Unit 3 will be Corsair firebomb throwers which is a ranged unit that is Strong against building and can have a passive ability in which makes the building it's attacking unable to be used by enemy, for example if they are attacking a barracks, the building will be burning and the enemy won't be able to create units while being attacked.
These Tribute camps will make Mordor even more interested in conquering and getting as much settlements to call reinforcements. What do you think? :D
LargeExodia:
I really like that idea
it definitely would make you feel more aggressive as Mordor and with the free Orcs you'd spread yourself thin trying to conquer settlements to make tribute camps for superior units meaning you'd have to be careful or you'd waste money building one since your army would be spread out
but at the same time you want as many as you can get...
I really really like this idea xD
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