[en] Edain Mod > [Edain] Gondor Suggestions

Tower Guard and Citadel Guard

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Gnomi:

--- Zitat ---The Tower Guards could keep their shield and the shieldwall ability, but could also have a weapon switch to sword and a different ability if equipped (maybe bonus damage next to your own buildings).

--- Ende Zitat ---
There are no fitting animations for such switches.

dgsgomes:
I'd rather make a more simple change: just switch the units' design and think of new abilities for the new heroic unit;

For the new Citadel Guard, they would have the same animation, formation and role of the old Gondor Fountain/Tower Guard; it would only require adding the shield to it's design.

For the new Gondor Fountain/Tower Guard, they would have the same animation and role as the old Citadel Guard, but without the shield (as it's supposed to be); it would only require having new abilities, such as:
- Level 1 - Fountain Guard - the Fountain Guards will vigorously defend Gondor's realm - the selected building will have a 25% armor boost and the Fountain Guards will have a 50% damage and armor boost for 30 seconds;
- Level 5 - Duty of the Tower Guards - the intrepid Tower Guards fight valiantly to protect the heroes of Gondor - heroes near the Tower Guards have +10% armor +5% additional armor per each additional battalion with this ability up to a 20% armor boost (passive ability).

What do you think? :)

Only True Witchking:
I must say that from a lore- and gameplay-perspective, I don't mind how it is currently, since Tower Guard, Citadel Guard and Fountain Guard are all the same and in-game their abilities fit to the roles they have been assigned.

From a visual standpoint however, I do agree that giving the heroic unit the movie's "Fountain Guard" look (I found a fountain guard model in the worldbuilder, but it's unfinished) and giving the current Citadel Guard model to the elite unit would look better overall.
The names could stay the same or be changed, I wouldn't mind in either case.

Signed,
The Only True Witchking

Isildurs Fluch:

--- Zitat von: dgsgomes am 31. Okt 2019, 17:00 ---I'd rather make a more simple change: just switch the units' design and think of new abilities for the new heroic unit;

For the new Citadel Guard, they would have the same animation, formation and role of the old Gondor Fountain/Tower Guard; it would only require adding the shield to it's design.

For the new Gondor Fountain/Tower Guard, they would have the same animation and role as the old Citadel Guard, but without the shield (as it's supposed to be); it would only require having new abilities, such as:
- Level 1 - Fountain Guard - the Fountain Guards will vigorously defend Gondor's realm - the selected building will have a 25% armor boost and the Fountain Guards will have a 50% damage and armor boost for 30 seconds;
- Level 5 - Duty of the Tower Guards - the intrepid Tower Guards fight valiantly to protect the heroes of Gondor - heroes near the Tower Guards have +10% armor +5% additional armor per each additional battalion with this ability up to a 20% armor boost (passive ability).

--- Ende Zitat ---
Sounds good to me  :)
Only thing I could critisize is, that some people might miss the sfieldwall-formation.
Would the Citadel-Guards keep their weapon-switch as elite?

dgsgomes:
I did not mean to remove the shieldwall formation, this ability should be kept; the only necessary thing to do is give the NEW citadel guard (which will take the role of the OLD tower guard) the OLD tower guard's shield so they can use the formation  :)

No, I did not propose for the NEW tower guards (now as heroic units) to have a weapon switch, as it could possibly not fit very well visually, but of course this can be discussed - I am personally indifferent about keeping the weapon switch  :P

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