[en] Edain Mod > [Edain] Imladris Suggestions

Imladris Siege

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Walküre:

--- Zitat von: LordDainIronfoot am 17. Feb 2016, 12:58 ---I mayself was never big fan of the Lightbringers,they alwasy felt too non canon and non Tolkienish considering the Magic in Middle Earth and Lightbringers are like Lesser Galadriels,it is not like every Noldor Elf can have the Magics and Destructive power of Galadriel or learn Magic strong enough to beat Armies and Ruin Fortresses,but still I won't have problem with somehow revised versions of Lightbringers,but I deffinetely feel that the Da Vinci Catapult is the best option since as some said and I agree Ballista are more Dwarvish than Elvish stlye,plus the Catapult will be one unique in every way Elven Siege Machine that no other Faction will have! :)

--- Ende Zitat ---

I would honestly say that I would be a bit 'cruel' regarding the Lightbringers' future in Imladris  xD
If it depended on me, they would not be present at all in the game.

You and other people both here and on ModDB already gave valuable reasons, mainly dealing with lore accuracy and conceptual consistency in their very faction.
Although I am well aware that many efforts and ideas must have been poured into their concept by the Edain Team – when they originally conceived them – I also feel that their existence in the game somehow lost its reasons to be.

The Edain Mod 3.8.1 version is indeed a great version, that I'm sure will remain an iconic remnant of the Mod's history with the building system; and it is also the first version I played since my discovery of the very Mod.
But, I always thought, on the other hand, that the same version sometimes presented a kind of dispersive element in its own great structure, caused basically by the impressive (sometimes slightly excessive?) presence and display of concepts and features, along with more fictional content than the current version (necessarily given by the fact that the Hobbit films were not all out yet or at all at that time, and that the Edain Team started to work on their new project, leaving aside the previous one).
That said, the Lightbringers did fit greatly in that context.

On the other side, we have our new Edain Mod 4.0, characterised by a very rationalised structure that combines within itself innovative material (varying from graphical aspects to balance) and concepts with smarter systems/features, yet being at the same time simpler in its form and defined, revealing a truly solid essence.
Needless to say, lore aspects are even more accurate and prominent in the game.
Therefore, I could regard this reason as well as one of the probable arguments why there could be the possibility of Lightbringers being not suitable anymore for the new Imladris, if we look at the current context.

Nevertheless, as I already wrote, this issue will be surely dealt with better in the next weeks/month, in case we received more specific news; also because I never played with the new Rivendell either, so that preconceptions and prejudices might be proven not accurate  ;)

P.S. That rationalised should be regarded in its more philosophical meaning, as something that acquired a more defined and diversified structure based on reasonable and clearer characteristics  :)

Fredius:
Completely agree with you Walk. However I personally dont mind if the Lightbringers stay, its just that they shouldnt fullfill the role of siege weapons instead of real siege engines. Also the powers they have are a bit out of place. If they were just scholars who give extra supportive effects to regular units then you wont hear me nagging anylonger xD.

aminetude:
Also, about the lighbringers, i dont want them to get removed, but instead to just give them other abilities that support the army, i would say it would be very wise to give them a passive ability that boosts the units healing speed, and that would be very lore accurate, since lord Elrond of Rivendell was a very good and an amazing healer, it would be logic that he taught some of his follow noldors how to relieve their friends from the pain of wounds and war, like that the lightbringers would be very helpful, since the noldor units are few and costy, and to resist combat they would need any kind of support to have a chance to destroy the enemy. I really like them, and i agree that their previous powers in Edain 3.8.1 werent very accurate, since few of the high elves were talented in magic, i mean Galadriel herself didnt just go out using magic whenever she want, and she was well instructed in it more than any other elf in the third age, i mean that's what makes magic a "magical" thing, if it was just used all the time, it wouldnt be that special, but still the healing was a low form of magic, it was much more of a bond with  the nature and  the spirit rather than with arcan powers and sources. But this is just a tought of course, if the ET see it fit to remove them, i won't complain, and if ever the noldor needed support, and would aid them with lorien, and let Galadriel the blessed, use her ring nenya on them, i mean that would be awesome, imagine an invulnerable army of the noldor in the enemy base, it is a nightmare, and they do a lot of damage and hard to kill, and with Galadriel on their side destroying the buildings, it would be hell to stand against the elvish alliance hahaha:)
Ps: By the way, i never tried, is galadriel's ring power usable on allies as well ?

CragLord:

--- Zitat von: aminetude am 17. Feb 2016, 23:24 ---Also, about the lighbringers, i dont want them to get removed, but instead to just give them other abilities that support the army, i would say it would be very wise to give them a passive ability that boosts the units healing speed, and that would be very lore accurate, since lord Elrond of Rivendell was a very good and an amazing healer, it would be logic that he taught some of his follow noldors how to relieve their friends from the pain of wounds and war, like that the lightbringers would be very helpful, since the noldor units are few and costy, and to resist combat they would need any kind of support to have a chance to destroy the enemy.

--- Ende Zitat ---

I like that idea. :)

Spacetyrant93:
All these engines look awesome, with my personal preference for Davinci's catapult and roman scorpion.

On the Lightbringers, it's true that they don't really fit in the lore, and their usage of magic is out of place, but still...i tell you, if they don't cover the 'siege' part, but are more of support, I like them.
Plus, are their powers really that out place? While it is true that 'magic' was only demonstrated by Maiar and very VERY powerful elves, the mod is currently sporting a number of magic-wielding humans. The main exemples would be Gulzar and Angmar's Sorcerers. True, they might have learned from the Witch King, but still...even Mornamath can turn his men into wraiths, all of them present on the map. And Mouth of Sauron has his fancy green lightning (he's numenorean, ok, but still). That's quite the magic show, and indirect only to a certain point.
With this I mean that perhaps the Elves demonstrating magic power, in particular tied to nature and the elements, might not really be THAT much out of place. My thoughts at least.

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