[en] Edain Mod > [Edain] General Suggestions
Balrog in goblin faction
Halbarad:
Well I had my problems with imagining such a huge, glowing beast as the Balrog just disappear in a tunnel. It does fit to small units and even a dwarven chariot to disappear in a tunnel, but it could be difficult to not just let it seem like the Balrog just disappears when being half into that tunnel. Thats why I came up with this idea.
Although he could be hidden with some smoke when entering the building, so he would not teleport but disappear in smoke when entering the tunnel.
But probably I don't know whats possible for the Edain team to realize and what isn't, so that doesn't have so much importance for me since I really the suggestion.
-Mandos-:
Something to consider when talking about the Balrog is that he is extremely taxing for the computer and leads to more lags and a slower game. When he is on the field for only a short time that normally goes unnoticed, but if he were to stay permanently visible it would probably lead to a lower performance of the game.
Nonetheless, I really like the idea of a Balrog cave, but a way to hide its disappearance for longer times is probably necessary. Maybe it could also be linked with one of the spells for the goblins? Like the defensive 10-cost spell could make him controllable to defend the base (if its possible to limit the movement range of a single character?) or, whats more probable, link it with an offensive spell?
Malhakai:
--- Zitat von: -Mandos- am 3. Jun 2019, 19:01 ---Something to consider when talking about the Balrog is that he is extremely taxing for the computer and leads to more lags and a slower game. When he is on the field for only a short time that normally goes unnoticed, but if he were to stay permanently visible it would probably lead to a lower performance of the game.
Nonetheless, I really like the idea of a Balrog cave, but a way to hide its disappearance for longer times is probably necessary. Maybe it could also be linked with one of the spells for the goblins? Like the defensive 10-cost spell could make him controllable to defend the base (if its possible to limit the movement range of a single character?) or, whats more probable, link it with an offensive spell?
--- Ende Zitat ---
I am really not sure what is possible to mod, and what is not. If this idea/concept becomes popular and the team wish to implement it, I am sure they will know what they can do and how to improve it to ensure the game runs smoothly. I am only a very novice modder, such as altering unit stats/hero availability etc. I really have no idea how hard something like this would be. Just thought of an idea and wished to share it :-)
I would think that this would be a top tier spell, perhaps the top tier defensive spell of the goblins (as edain are customizing faction spell books into offensive and defensive). This idea was an alternative to just summoning the Balrog at any location for a duration, so the offensive top tier spell and central spell would be available for more goblin specific spells instead.
Gnomi:
Having a permanent Balrog is something very difficult for multiple reasons.
One of the most important ones is what Mandos said:
A Balrog alone is basically as taxing than a full army.
Just imagine a 4-player game with 4 times Mordor (as they are also a spam faction) and all of them are spamming Orcs. Everyone who was in such a game knows that the game will extremly slow down. Now imagine that in LG every player has this spell and uses it - suddenly you don't just have 4 spam factions, but basically the same as 8 factions spamming troups all the time. This will lead to a lot of game crashes.
By having the Balrog as a "small time summon", he will slow down the game only very little and even if all 4 players can summon a balrog - it will most likely not be at the same time and even then, it will just be a very small tiem period.
What does this mean?
A permanent Balrog (or long time summon) will always be tricky, not because we don't want it, but because it will cause massive technical problems.
Malhakai:
That is obviously something to take into consideration, and I am sure others would know better what the game can handle and what it cannot. Having the Balrog 'vanish' into the pit or smoke would lessen his presence. I just wanted to voice a suggestion :-)
In response though, the same thing could be said for 8 players spamming only cavalry, or only archers, all powers etc. The game will always slow down or potentially crash when a lot is happening at once. In game you can set the command limit to almost unlimited, that feature is available for everyone in every game. Imagine 8 players with unlimited units..... these worst case scenarios are vast, but we should not avoid creating the game world the best it can be simply because a minority of players will abuse the system and 'break' the game causing it to run slowly or crash.
The Balrog is only permanent while the opponent forgoes killing it in its set location. I personally only play against the computer, not other players. When I create a game, I only create a game that is 'realistic' for Middle Earth. So I'd most likely be Dwarves or Lorien VS Goblins, rather than Rohan VS Goblins etc.
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