[en] Edain Mod > [Edain] Rohan Suggestions
Outpost
Garlodur:
A few words on the mentioned concepts. Most of them are strange to be honest. They don't fit what Rohan stands for, and they don't all adequately cover up its flaws.
Elite makes some good points and the idea is quite unique so I wanted to talk about it first. Grima, in my opinion, doesn't deserve a larger part in Rohan's warfare: he is only a spy, and they usually work on their own so having him summon Traitors would be unnecessary. I see that he corrupted many men at Theoden's court but I don't beliebe he did so very often outside Edoras. Also, I understand the desire for a scouting power/option but with the other negative the Sentry-post has, it turns in something rather unwanted: remember that currently Theoden's corrupted powers only support his troops for the better, because they still follow their king. So, giving debuffs to normal troops would make Rohan's infantry only worse.
What I do like is the improved units of the 'cleansed' outpost, I agree that Rohan needs better infantry (besides the elite Royal Guard), but I'd like to see it implemented differently.
The only two I liked due to their completeness were the 'Big Village' and the 'Outlaw / Royal Boundary Camp.' I would propose to mix elements of the Big Village with the Outlaw Camp.
Outlaw / Royal Boundary Camp
Firstly, I believe the outlaw camp should not be so cheap, but that is for later concern.
Secondly, I like the implementation of both a scouting function and some early-game, cheap cavalry of both versions.
Thirdly, I don't like the Royal Guard post for the Big Village: what are they doing so far away from the king? Similarly I don't like the adding of a second Boundary rider.
Therefore, fourthly, I want to suggest that the aforementioned (by other people) infantry from 3.8.1 (don't trust me on what they look like or do, I haven't played it), are added through a 'Banned Villagers' (or evicted-from-their-burning-homes villagers) upgrade excluding the 'Royal Boundary riders' upgrade. Why? Because I feel that players should choose between having stronger infantry or powerful scouting abilities during the early-mid-game, that is a choice between guerilla tactics and protective play.
These villagers would have had much experience defending their villages against outsiders/enemies being situated on the country's borders, and would be similar in strength to Theoden's traitors. They wear axes and swords, cannot be upgraded but they are very effective outstanding light infantry, perhaps even get an active armour-piercing ability for dealing with heavily armoured units. They are limited to three/four battalions to represent the fact that many villages were defenceless.
On the other hand, I don't feel that there is a necessary difference between the cheap Outlaw riders and advanced Royal Boundary Riders, if the latter is supposed to replace the first. They could easily be one unit, with the Boundary Ride formation and the active ability of the Border Guard that deals extra trampling damage. This makes it less necessary to create multiple units that serve the same purpose.
I do think it important that Rohan gets a second outpost option but something in the lines of a village big or small, or a sentry/guard post type of structure.
Canis carcharothias:
I like the big city proposition and the outlaw camp. I assume we can have both. I just have a very poorly developed modification for the outlaw camp, but I don't know with certainty if it is possible to develop, I just want to share it:
-Without freed Theoden-
-It spawns outlaw riders in hordes (2 or 3). They are heroic units, really powerful ones, but you cannot control them directly. They roam, like creeps, but with a really big area, attacking foes; a kind of defensive units that guard an specific area, like in the film.
-Maybe they plunder enemies, in a way that they are showing their king their respect, offering him the spoils of war to regain their honor, like it was usual in exiled medieval knights (like "el Cid"). I know that Middle Earth doesn't equal with the real world, but there are some parallels.
-With freed Theoden-
You get control over the outlaw riders and now you can train them in the camp (limit of three units, continuous spawn stops). You are now also able to train Éomer and the spies.
One little thing about your proposal, KryPtik: I think that healing the king, being that ability a spell from the spellbook, should not be negative.
Elite KryPtik:
I never said uncorrupting Théoden was a "negative" just that keeping him corrupted for longer while focusing on other spellbook powers would be more viable with my idea.
Additionally, just because something is or is not present in the movies does not mean it is useful or not useful in the mod. A good deal of content in this mod is fan fiction, and a good deal more comes from the books. Its very possible that Grima might have setup some kind of sentinels on the borders of Rohan facing Gondor, so that if by chance any emissaries came they could be turned back. That is where this idea stems from. Additionally, the negative effects of the scout power only apply to normal troops, not traitors. If your army is comprised mainly of traitors when you have built this structure before curing Théoden, you won't receive any negative effects. It would add some diversity to Rohan, rather than the current "rush or you lose" meta.
TheFinalMe:
I think an interesting idea for the outposts would be to incorporate the three different Marks of Rohan. The first would be the King's lands and the other two would be the Eastfold and Westfold.
The big town idea would be the basis. If the player chose the village stables it would be under Eastfold control. If the player chose the infantry camp it would be Westfold. Some sort of Royal camp would be built for the final boost. This way it could add a sense of the wholeness of Rohan mustering and coming together in the fight.
Also you wouldn't necessarily have to have new units for each of the new Marks. That would just choke up the faction. Maybe an upgrade or some other unique boost would be sufficient. This way the player would not be limited in a unit type if they were not able to get outposts. They would only receive some sort of boost for already existing units.
This way if you need to boost your horsemen you go buy an Eastfold outpost, if you need infantry boosts then you go with Westfold. I think this would add a level of tactics to the battle and not choke the faction with unnecessary stuff.
lord_ellessar:
Maybe make the camp that you have at the tenth power and replace this power with something else that show the power of rohan it could be : Golden age; all units are directly at level 5 or all heroes at level 10 or both of them
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