[en] Edain Mod > [Edain] General Suggestions

Brief General Ideas

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Walküre:

--- Zitat von: Kubijas am 29. Aug 2016, 15:40 ---i had an idea if it would be possible to add :
Good side Heroes
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hobbits
Ents

Army
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Mordor : Men of the East
                Orcs of the Mordor

--- Ende Zitat ---

All these elements are already present in the game. By the way, I merged your 'suggestions' with this thread, as they weren't objectively acceptable as an own thread.

You have already been recommended to act in conformity with the basic suggestion guidelines and improve your presentation. It really seems you did not do that at all.

lordoflinks:
I do think it would be nice to allow Imladris access to their stronghold is some way (Spell?), the Dunedain camp is integral to the fraction as ii represents Arnor during the War of the Ring.

Walküre:

--- Zitat von: dgsgomes am 28. Sep 2016, 03:09 ---What about switching the special outposts of Arnor and Imladris (giving the stronghold of Imladris to Imladris and the Dunedain outpost to Arnor)?
--- Ende Zitat ---

I don't agree with you for a few reasons. What's the point of giving Imladris an outpost based on Imladris itself? Most of the outposts in the game grant exactly to each faction a unique subfaction, naturally different yet related to the main motives of its corresponding faction on the basis of lore and conceptual connections. Via this clever system, the Edain Mod can thus smartly implement a wide variety of elements and ensure a proper level of gameplay differentiation. Imladris disposing of its former fortress of BFME2 would contrast to the previously-mentioned premises.

Furthermore, speaking about the lore, the Dúnedain as we know them in LOTR are the Rangers of the North (the remnants of the fallen kingdom of Arnor), allied with Rivendell and appointed to watch over the Shire and Eriador. The very heroes present in the game belong to the LOTR timeline, if I'm not wrong. Implementing all of this in Arnor would be a clear lore-contradiction, as well as being an unnecessary deprivation for Imladris of its unique subfaction.

The_Necromancer0:

--- Zitat von: DieWalküre am 28. Sep 2016, 11:20 ---
--- Zitat von: dgsgomes am 28. Sep 2016, 03:09 ---What about switching the special outposts of Arnor and Imladris (giving the stronghold of Imladris to Imladris and the Dunedain outpost to Arnor)?
--- Ende Zitat ---

I don't agree with you for a few reasons. What's the point of giving Imladris an outpost based on Imladris itself? Most of the outposts in the game grant exactly to each faction a unique subfaction, naturally different yet related to the main motives of its corresponding faction on the basis of lore and conceptual connections. Via this clever system, the Edain Mod can thus smartly implement a wide variety of elements and ensure a proper level of gameplay differentiation. Imladris disposing of its former fortress of BFME2 would contrast to the previously-mentioned premises.

Furthermore, speaking about the lore, the Dúnedain as we know them in LOTR are the Rangers of the North (the remnants of the fallen kingdom of Arnor), allied with Rivendell and appointed to watch over the Shire and Eriador. The very heroes present in the game belong to the LOTR timeline, if I'm not wrong. Implementing all of this in Arnor would be a clear lore-contradiction, as well as being an unnecessary deprivation for Imladris of its unique subfaction.

--- Ende Zitat ---
This.

DrHouse93:
I disagree with your proposal. From a lore-wise point of view, Arnor represents the main Realm of the Eriador when the Witch-king rallied its forces in the North, with Imladris being one of Arnor's powerful allies. There were also few Dunedain Rangers at that time, and they were mainly guarding the Barrows of Cardolan.

On the other hand, the Dunedain as implemented with Imladris represent anything left about Arnor: a variagated and vast supplementary force of the safe refuge of Imladris, however not too strong or expanded to reclaim the whole Eriador (this is represented at its best with the Dunedain Outpost)

Furthermore, from a gameplay-wise point of view, the Dunedain Outpost provides several advantages where Imladris is lacking, which are: larger but cheaper batallions, economy and military boost, and a decent early-mid game (I don't know other players, but most games I play with Imladris I make great usage of the Dunedain Outpost in the early-mid game).

The Imladris Fortress in Arnor, on the other hand, provides the faction (which, like its southern counterpart, already has a decent early-mid game) with powerful elite units to complement its late game (these being Glorfindel and his Riders, Cirdan and the Lindon Guardians, and various upgrades) in a similar way the Border Stronghold of Dol Amroth does for Gondor, while it would be too disadvantageous to give such building to Imladris (which already has a strong late game)

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