[en] Edain Mod > [Edain] Mordor Suggestions
Brief Mordor Suggestions
NoldorSithLordsShipwright:
Given that the spell is about the Nazgul's unveiling, I think that the current icon with the armored Nazgul works well enough.
Then again, given that this is the first time we see them in the film (not counting the opening narration, which doesn't really count) the image you propose is also fitting.
Tangentially related: could the purchasing of this spell (or alternatively, having all Nine on the field) trigger the musical cue 'Revelation of the Ringwraiths'?
dkbluewizard:
--- Zitat von: Walküre am 21. Okt 2017, 02:21 ---Although the His Deadliest Servants spell portrays Nazgûl in a new fashion, armoured and not cloaked, I thought that this icon could be used for the central spell of Mordor; namely, the spell I mentioned at the beginning of the comment.
The image shows the first time when we're introduced to the wraiths in the trilogy and the scene itself is quite evocative. The Nine are sent to hunt down the One Ring and so they obey the most imperative of their master's biddings. They're truly Sauron's deadliest servants and most loyal slaves, if we may dare speak about loyalty for anything concerning the Dark Lord. The current picture would be still retained in the game, by each of the wraiths that must purchase his individual upgrade. It is just to refurbish the icon of the central spell a little bit, being that an iconic moment in the film. What do you think about it?
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Meh, Tomatoe Toematoe
Walküre:
--- Zitat von: NoldorSithLordsShipwright am 21. Okt 2017, 03:45 ---Then again, given that this is the first time we see them in the film (not counting the opening narration, which doesn't really count) the image you propose is also fitting.
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That's the prime reason of my suggestion. Being the central spell of the faction might suggest that a proper picture should be the final rendition. The linkage provided by the cinematographic motive would reinforce the visual potential of the icon. The current image won't be completely erased and will still stay in each hero's power set.
solteszbenjamin@gmail.com:
My suggestions :
1, mordor need warg riders , because they have ( like in the movie )
2, Need a wall around mordor's castle like angmar (at start of the game avaible choose whitch type (like the dwarfs ) :)
3,some new orc captains in the heroes who's there ( minas thirith's siege )
4, mordors avarage orck need to be replace with morgul or gorgoroth or dol goldur or cirit ungol orck ( it an update in the citadel the update's ty decide whitch type of units will be avaible like dwarfs )
5,mordor's archers like morgul or dol gordul need to be bigger range
6, in the outposts menu ( strongholds need to be replaced some type of strong economic bulding like isengard ( some type of big mine or mine network ) and another bulding where mordor can train easterling and etc ) ( raise the price of orcs )
in mordor was much larger mines than in isengard and much more resources and more potential to create some new dewasteting weapon or bigger economic bulding or weapon than isengard , because mordor armor much more orcs than isengard , mordo has almost unlimited resources , I read this in posts about Isengard vs Mordor !
I really like this mode , so I hope it could be better than ever !
I'm waiting 4.5 [uglybunti]
For this time that's all !
I hope we can talk soon,
Walküre:
All those varieties of Orcs just need their proper barracks. It's the only way to ensure a decent degree of differentiation in the game, alongside sticking to the canons, because it's clearly shown how the power of Sauron's realm was not confined only in the sole Mordor. Thus, having all sorts of troops available in the common barracks could really turn out to be a potential conceptual loss for the faction. An eventuality we should avoid.
As for walls, the customary logic reads that evil factions do not have the need of such a defence, for their features are supposed to be mainly aggressive and the Evil itself, lore-wise, did wage war to the whole world with a long-planned sudden strike (it was therefore the Good that had to defend itself and adopt defensive strategies, and not the opposite). In the main, that's the core logic. Angmar is an exception in itself and the very Mordor embodies perfectly the idea of an evil faction which may afford the luxury to renounce building walls.
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