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A possible new Evil Men faction

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Skeetles:
Maybe after choosing Harad the fortress would become a more nomad-style camp.
I really like the idea of the black númenóreans/umbar getting more love, since their influence more or less extends to nearly every evil faction, I think they should get their own special treatment.
Maybe they could be the primary faction, or the one tying the other two together.
I wouldn't want it to underplay the roles of the other two at all though, as they would probably be the primary sources of units, with the late game having possible numenorian options.

lordoflinks:
On Evil Men and Blue Wizards
First and foremost I believe if at all possible due to how “big” both Harad and Rhun are they should be two fractions, as in a combined fraction one would dominate and diminish the other. Secondly try as I might I cannot come up with another good fraction bar the Moriquendi, Avari and the dwarfs that dwell in Rhun. With those thoughts in mind on to my actual suggestion.
In a Harad fraction I believe they should be the Lorien for the evil fractions, that is to say they have a small building requirement to represent their tribal nature. The main camp/fortress would have buildplots for watchtowers with neither having walls to represent how aggressive Harad is. The central spot should be a Chieftains Hut to recruit Heroes. The buildings you can build here should be: murkmil pen to recruit murkmil and advance archers, simple tents to recruit basic infantry and upgrade your population, lavish tents to recruit basic cavalry, a tribute camp for resources and a blacksmith to improve your units. The settlements spots should be a trading post, slavers hut and Harad Camp, to recruit basic infantry. On outposts you could build a Harad Outpost similar to the Lorien Outpost, a Variags camp and an Umbar Tavern. The camp would have three building plots which could build a raiders gathering to produce advance infantry, riders post to build advance cavalry and a stockpile to generate resources. The Umbar tavern would produce advance infantry and could be upgraded with a tower and improved walls. Their spell book would consist of sand and Mordor themed powers such as sandstorm, encroaching sand and Mordor and Harad reinforcements. Their ring hero would be the Harad Chieftain. Their buildings would upgrade by producing units.
At this point there would be five good fractions ad five evil fractions so I propose that Rhun has the option of being good or evil similar to the dwarf’s choice of sub fraction. As such the spell book would be themed around neutral eastern spells. Regardless their main fortress would have walls with a camp having light walls. On Rhun regardless of fraction you would have at the main fortress a barracks for basic infantry, a stable for cavalry and a blacksmith for upgrading units. The evil buildings would be a tribute camp, and a siege workshop for mechanical siege engines. The good buildings would be a wizard’s enclave for magical siege units and a tax office. On settlements you can build a windmill and a farm for resources. The good building would be an Avari camp to represent their wild nature and to offer advance infantry similar to Cirith Ungol. The evil building would be a Mordor outpost for the same reason as the Avari camp. The neutral outpost would be he Rhun outpost with the three building spots. The evil outposts would be a Harad Embassy with the upgrades of a Murkmil Pen, Umbar Tavern and Tents. The other outposts would be the “eastern abode of the Dark Lord is briefly noted in The Silmarillion as a place which he surrounded with fire.” Source: https://en.wikipedia.org/wiki/Rh%C3%BBn. It would offer advance Mordor units and be the Mordor fortress. The good outposts would be a Dwarf Embassy to offer dwarf units and a Moriquendi Palace to offer advance mages and cavalry. The core hero for the evil side would be Khamul with good being the Blue Wizards, these are also the ring heroes.   

Rob_13:
My idea here would be to add a single Evil-Men faction with the option to choose between Harad and Rhun subfactions (like Dwarves do), each faction with their own units and buildings, but maybe use the Tavern to recruit basic infantry from the other subfaction, for example, if you picked Rhun as your main faction you can recruit in the Tavern basic Harad infantry like swordsmen, archers or lancers.

I think Rhun and Harad can share the same spellbook since they are both Sauron's allies they support can be based on black magic spells and orc-uruk-goblin support.

Rob_13:
According to some Edain's team members there's still room for 2 more factions in the mod!!! So choose wisely!!! [uglybunti]

Personally I pick Evil Men and Dol Guldur!!!  xD

Walküre:
There already is a thread that widely deals with these matters, in this same section  ;)
You will also find a poll for which you can obviously express your vote.

I will thus merge this topic with that one. Furthermore, just an observation about your poll (that I will delete): options like Dale, Minas Morgul and Dol Guldur don't make sense at all, because they are already implemented very well in the game via the characteristic subfaction system of the Edain Mod 4.0.

MERGED

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