[en] Edain Mod > [Edain] General Suggestions
Rivendell/Imladris Units/Mechanics/Tactical&Strategical Suggestions
Spacetyrant93:
It indeed is a really promising idea, I too hope the Team will consider it :)
Indeed. Isn't there Gildor as well that sings? That guy scared me with his singing the first time I used it XD
Agree on everything here.
Well, a negative could be that it would possibly be kind of complex to implement for the Team, as every combination would mean a new number of pros and cons, and while functional, it would perhaps be laborious while swarmed by Goblins. One could say you need the Scholars to unlock the troop's ability to mix, or like the mages, to unlock particular abilities (if any). That is, if Imladris's not complex and different enough from the others. I suppose we'll have to see.
Melkor Bauglir:
I have to say, I don't really like this combination feature if it isn't for a certainly unique system (like Isengard's Shield-Uruks, Imladris' Lightbringers or Mordor's Orc-Overseers).
Mainly it has the advantage of getting heavily reduced upgrade costs because you don't pay double. I actually think, this was the reason why it was implement at all in Battle for Middle Earth, because e.g. Isengard relied heavily on their upgrades, but they were super expensive. (And OK; some archer units could be protected in that way, but the game didn't rely as much as Edain on big battles.)
I don't think those features are really fitting for the high Elves of Imladris and one of their main concepts (the abilities, they get from upgrading the library) would just be unable to be used rightfully, because the palantirs don't have that much space.
Greetings
Melkor Bauglir
Sir_Stig:
If it isn't too hard to code, could you maybe give it to the beta testers and see how it plays? it might be way too strong, or not beneficial at all, but the idea itself would be very cool to see, and movie accurate as well.
Walküre:
This proposal kind of interests me, indeed, and it's backed by more or less valid reasons, at least on a pure and basic logical aspect.
Nevertheless, it doesn't really convince me completely.
The special characteristic of the Noldorin soldiers of Imladris is already well represented by their limited number, which already marks a clear distinction from the other factions as well (along with other features that involve the core of Rivendell's warfare, the infantry).
And, I agree with the problematics raised by Melkor Bauglir.
In simple words, I don't personally see it as a concept which could see light in the Edain Mod; I believe that this system might disrupt the common premises that tie together the gameplay aspects of the game (that still have their importance, albeit each faction's diversity).
Greetings ;)
NetoD20:
As a huge Imladris fan I LOVE this idea. I think it's a perfect fit with their non-experience gaining concept. I would love to pair archers/spearmen and mages/weaponsmasters and so on (and that would be great to fight off siege tower incursions).
Still think that Imladris battalions should still be made of only one roll of soldiers (until the moment you pair two battalions together, of course). I loved how I only needed a small army to defeat much more numerous foes in the field, it was so badass to play Imladris on 3.8.1.
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