[en] Edain Mod > [Edain] Lothlorien Suggestions

Ents

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Odysseus:
I think the current foremost problem is the fact that Ents take more damage from arrows than other siege weapons, especially for their price. I'd say we tweak that first, try it, and then re-evaluate.

bookworm1138:
on the Brief Lothlorien Suggestions page, Crimson King suggested a Huorn upgrade for the Entmoot


--- Zitat ---Huorn Sentry
750 gold
Places two Huorn sentries that patrol the periphery of the Entmoot. Huorns are able to damage nearby enemy units but cannot stray too far from their roots. Huorns are able to stealth automatically when not engaging in combat.
[reasoning]Huorns are an interesting and often overlooked "community" in Fangorn. Their violent nature contrasts with their daily tree-like behaviour. They are the "sentries" of Fangorn, killing any that dare trespass with the Ents' approval. It is said they are able to cloak in shadow, which I thought would be a neat addition in the form of stealth. If they are killed the respawning time should be unusually long as well.
--- Ende Zitat ---

and CragLord said that the topic should be moved here


--- Zitat von: CragLord am 15. Nov 2015, 00:41 ---I also like idea about huorns, but we need to suggest how they will looks, also to take into consideration animation for this unit etc. It is interesting idea, but we need much more to develop in concept terms if we want to take this serious. I think it is best to move those entmoot/huorns suggestions/comments into Ent topic. Simply because in that situation we will have everything ent related in one place.

--- Ende Zitat ---

And I just had a brainstorming thought and wanted to put it down before it disappeared. As far as animations go, what about the Spider Rider from standard BfME2? It moves like a spider and has the upper-limb movements of the rider, which can (hopefully?) translate to the movement of roots for walking/crawling and branches for fighting (forgot if the Spider Riders were melee or not)

The_Necromancer0:
I've edited the post with the latest opinions, copied Crimson King's Ent Huorn posts onto the OP and gathered the opinions for the Brief suggestion thread. As far as the Huorn I think the Team could use the trees from Narnia 2.
https://www.youtube.com/watch?v=yLDGLZbB7aI
As far as the animation goes the spider riders sound like a good idea (yes they're mele). For the sounds Old Man willow should do it, if not somebody can just go outside and like record a tree or something  xD

CragLord:
I agree with you bookworm, your suggestions about Huorn moving animation is pretty nice. :)
Of course, Huorns could have that animations and their speed should be reduced in comparison with spiders. :P :)
I hope someone from team will explain is this possible. :)
Also concerning attack, animations about attack will be pretty interesting to suggest or to create, because Hourns mainly are using roots for damaging something I presume.
Huorns are wild and they were controled by Ents. They will damage or kill anyone. Maybe we should also take this into consideration in future suggestions about them. :)
I propose that those Huorns senturies will attack anyone who comes near entmoot, but in presence of ents they will attack enemies. :) I just wanted to suggest this, but it is maybe too much. xD
Here is some of pictures of Huorns, maybe we could use them in game or for motivation in this suggestion:



Also concerning Huorns, I will also like to see Old Man Willow in game. For people who don't know about it: Link.
Also look of this hourn, which could be used for motivation or game implementation:

I came to idea to suggest this Hourn upgrade will be something we need to research in entmoot (I know you all meant on this ofc), and after upgrade is finished, two Huorns are created on two building plots around entmoot (something similar as vanila ent ugrade at elven fortress).
After Hourns are upgraded, we should be able to choose two modes (which are switchable) in their palantir.
First mode will be Patrol mode:
When enemies comes near, Hourns leaves their plots and start fighting and damaging enemies (We need to suggest some animations for this attack state). They will have patrol area.
Second mood is Rooted mode:
They will be in their plots and not able to move, but they will be able to activate their roots and do some units slow area effect and (or) unit poision area damage (which is much smaller damage in comparison with damage they do in patrol mod but this is area effect). Something similar as Radagast Thorn Bush. Or some area stun effect on units or some effect which mixed in smaller proportions those above...
If for example Old Man Willow get integrated as one of those Huorns, second mode for this huorn should be named Sleepy spell, and it will have stun area effect on units ( Old Man Willow casts a spell on enemies causing them to feel sleepy). This is just correlated with lore, there was situation when this Willow effected hobbits and tried later to kill Merry and Pipin. Later Tom Bombardil saved them. I think this is presented in EE version of Two Towers in scene when Merry and Pipin get stucked between roots of huorn and they Treebeard came and save them.

Also concerning Ents, what you guys think, should we suggest some new Willow tree as regular unit? Or Ent hero? I really find this ent look unique.

I really find this propal of huorns or ents change important. Simply they are separate and unique race in Arda and they need good polishing in game. :)

What do you think about this?

P.S. Concering sounds for Hourns, don't worry, leave that to me. I will find pack for them if I already don't have one. :)
All we need is to make this proposal more polished and get some answer from team about this. :) Sounds are not problem, believe me. :)

Kind Regards,
Crag
 

The_Necromancer0:
Wow, lots of stuff for everybody to think about. As always your proposals are solid and looking good well done CragLord  (**). I've read through it and I agree with most of but I was thinking for the Huorns to be implemented with Old Man Willow. I was thinking of when you purchase it a battalion composed of 2 Huorns and Old Man Willow will appear much in a manner like Shagrats ability and protect the Entmoot, you can select them to activate abilities or change stances but you can't make them move, they will patrol and attack enemies on their own (is that possible?)

Patrol mode could be aggressive stance, rooted mode could be defensive stance and the regular stance could be rooted but attacking with roots like a ranged attack. For the research I was thinking around 1k considering it's quite a mighty defense that is set up. I can probaly cook up a couple icon for the upgrade, the abilities and the various stances, just gimme a day or two.

As far as the whole "killing anyone that come nearby" I believe the real trouble will be how to balance it. You suggested that whenever Ents are nearby they are under control and attack only enemies. I feel that might though be a waste as it would require the player to always have an Ent nearby, especially if the Huorns have a big range as they might attack other nearby buildings. May be buy it as a further upgrade? Buying the huorn upgrade would unlock taming of the huorn of something like that which would cause the Huorns to only attack ennemies.

But anyway stuff to think about

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