[en] Edain Mod > [Edain] General Suggestions

Brief General Ideas

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tolgayurdal:
Merhaba ElessarTelcontar :),

In Edain universe Black Numemorians still wield a great power in only Angmar yet. Adding an entire cah class about them explains their importance. Eventhough their abilities mostly unique, it would be greater that providing them different skills. My first proposal would be simply 'mount a horse' ability cause of non existance in any other evil cah. It is lore friendly that a commander or Black Numenorian might ride a horse.

Also the tower skill suits this character. It has not seen since v3. 8.1 Grishnakh as i remember. Servants of Darkness always remembered with a Dark Tower. About the models, it would be great to see them in another topic.

Best regards

Seleukos I.:

--- Zitat ---FG15 and others, I would like to hear opinions about the suggestion in terms of gameplay from you also.
--- Ende Zitat ---

Well, here is what I think about outposts/towers in teamgames:
From my experience as a player I would say outposts/towers slow down the gameplay a lot. When one player or team gets an outpost in the certer of the map or at another important position (hills of Ruhdaur in the middle top/bottom or Emyn Arnen in the middle for example) ther other player/team can maybe try to take down the outpost before it is completely build up, but after that can't really fight near a well or a statue unless you have a much stronger army. However, towers aren't the main problem, the leaderships and the healing are.
But, thanks to the changes made in the Mega-fix (used by most online-players) and the comming changes in the 4.5 the firepower of towers is much weaker. That is good, because a single outpost can get taken down easier. In 4.5 the function of a tower build on an outpost should be some kind of "early warning system", not defending the outpost alone.
Now this is were your suggestion would change some things. Right now it is already possible to put units insde your own towers (but I don't see this that often^^). Now a player would be able to let his ally put units inside his tower, that wouldn't change much, I think.
So the outposts main strenght defensivly isn't the firepower of towers (refering to Mega-fix), so I don't think your suggestion would hurt the gameplay.
But on the other hand I don't think it will really improve the gameplay of towers and outposts either.

So, in short :D
Outposts (and therefor towers) slow down the gameplay of teamgames right now, but towers are not the main problem. However I don't think that your suggestion will really improve the usefullness of towers, because I almost never see someone putting archers inside his torwer on an outpost.

That's what I think about your suggstion in Terms of gameplay, I hope this isn't completely off-topic^^

best regardes,
Seleukos I.

Halbarad:
I think it would be nice if it would be possible to enter allies towers with archers again.

As far as I remember was possible in one old Edain Version, but also very strong, since you could just enter Rohan towers with Mirkwood archers, killing enemy catapults from inside. But since towers got much less stronger because of their limitation in numbers and positioning, I think that wouldn't be that overpowered anymore.
Also would be nice to save troops by hiding them inside an allies tower.
So I am for that suggestion :)

The_Necromancer0:
Trolls creeps shouldn't be able to be baited out with heroes. They often guard the most valuable spots on a map and provide the most gold, a harsh contrast in comparison with how easily they are creeped with the starting battalions and a scout hero. Right now, they're nothing more than a cash infusion to the player who gets them first. By comparison, wargs are disproportionately strong, trampling in one hit most standard swordsmen and their bite dealing huge amounts of damage.

Walküre:
I second everything you've written regarding trolls, and, I wish to add, I do believe there might be plenty of possibilities to fix said features in adequate ways, in order not to have them in the game as mere accessories or background ornaments. On a conceptual note, cave-trolls and Wargs are granted significant visibility in the films, and both (should) remind the player of two equally-prominent scenes: Moria and the wolf ambush on Rohan's convoys. So, the more hazardous, the better.

Besides, I would be glad to know where people's general opinion stands in respect with map hazards, too. Barrow-wights are, in my opinion, the most effective, efficient, and frightful kind of game disturbers; they probably exemplify how every neutral, feral being ought to work and act. I see some possible scopes for proposing even newer typologies of them, here, hopefully sparking additional interest around the topic, though more elaborate concepts are food for other dishes :)

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