[en] Edain Mod > [Edain] General Suggestions

Brief General Ideas

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Halbarad:
Angmar do has the same icon, I think Gondor has it also. I don't know about the other factions. Besides that I do think that both icons, especially the dwarven one, look like as if they would be showing one specific unit (dwarven lances from the kingdom Iron Hills and Galathrim from Lorien), not the whole army of mixed troops. Although I do agree to you that especially Lorien could benefit from a new icon.

Walküre:
Gondor shows its riders as they gallop to war, if I'm not mistaken. Other than that, I see the point you raise with unit representation, which I have addressed as well, but most factions defy such a premise by having their own icons display only a particular kind of troop (the most characteristic, often). I thus picked said concepts by virtue of exclusiveness, rather than inclusiveness; in this case, the exclusive unit is meant to embody the core of the faction, but I also had to deal with lack of available sources and concept scarcity.

The Golden Wood is probably going to sport another new icon. Regardless of it, anything that replaces vanilla content is welcome with open arms :)

Geethopapa:
REGARDING THE EXTERNAL BUILD PLOTS AND THEIR IMPACT

Hello everyone. I wanted to provide some ideas regarding how the external build plots could be made important to have and contest for all throughout the game.

If we simplify the whole thing, it all comes down to a one statement: A player would never contest for the external build plots, unless there is a clear definitive reward in doing so that has no alternative.

Currently, there isn't much, except for secondary unit production buildings for some factions. So, if we take a very realistic take on things, rather than from lore-bound perspective, then there are a few general benefits to expanding one's border of influence beyond the base territory. I'm talking in a very generic sense now. They are:

1. More resources. (Currently implemented, but could be made more robust. More in the ROLES section below.)

2. More Vision and line of sight. (Currently implemented but could be made more robust in effect. More in the ROLES section below.)

3. Forward military operation (Currently implemented and this aspect is alright imo.)

4. Idea of "Friendly territory" created by the expanse of kingdom border. (This aspect hasn't been explored yet. The idea of a virtual territorial border, around the castle which expands as the player captures build plots. There are several ways the influence of these "territorial zones" could be implemented. For example, units gain speed boost in their "zone" as it's a "Safe zone", and conversely suffer the speed penalty in "enemy zones" as units have to traverse more carefully per say.  Similarly, damage boosts, armor boosts could be given to different factions based on their faction design ideas.

5. Different "ROLES". This could be a very fun aspect to explore .Like assigning a particular role to a structure, via toggle-able abilities.

For example, SCOUT ROLE: Makes the structure produce less resources or slow unit production, but gets increased Line of Sight and vision and probably stealth detection. Maybe an active ability to reveal a wide radius around it. Enemy could never tell by looking at a structure, but only the player. That way, ambushes could be way interesting, as an enemy who thinks he's currently moving in the fog of war and undetected gets surprised by Shelob, or any such powers.

MILITARY ROLE: Fortifies the building, increasing its hitpoints and armor at the cost of resource production. An active ability like AMBUSH, which can summon a battalion of units around. Or something like, "WARTIME GARRISON" ability, which enables the players to garrison units within the structure for ambushes purposes. Or maybe a hero can garrison and boost the units stats around the structure, etc. That could serve as the forward retreat point for Heroes too.  EDIT: The garrisoned units would slowly heal and reinforce fallen members over time too.

MAXIMUM RESOURCE PRODUCTION: Which sacrifices hitpoints and armor for additional resources.

All of these would be basically invisible to the enemy player, to them it would just be a regular building. That is the whole point of this.

I don't know if these ideas are even possible to implement in the game. But I think something needs to be done to make expansion a lucrative and fun idea as well.

FG15:
4. The implementation of something like this doesn't sound possible in a feasible way. It could always be possible to give units boni near allied buildings like a speed buff, but defining which part of the map belongs to which player is not possible.

5. We removed such a system for 4.5, because in a majority of cases there were no meaningful choices included. It is still possible in a couple of special cases (like Lorien's Mallorn Trees), but will likely stay a special feature of certain buildings.
Also, a lot of the details you suggest aren't possible.

Including more non-economy structures with some special functions would be possible though.

H4lbarad:
Hey! I have a small suggestion concerning heroes recruitment. Could it be possible to make heroes portraits appear greyed out when the building has not reached the required level? Instead of not seeing the hero portrait until the building levels up. I saw that in AotR, so it should be possible. :)

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