[en] Edain Mod > [Edain] Discussion and Feedback
Dwarven Concepts and Feedback
TheMostBurning:
Ok,the edain community is mostly composed by german players,however there are many people that don't speak german at all as well.I know that probably the feedback from the german sections is more,and probably these sections aren't gonna be used a lot,however i definitely think that organizing the english section won't be that bad.So,instead of opening discussions(even tough a few)about the most disparate things,it would be good if english users would speak here,instead of providing no feedback at all.
I didn't open this thread only to say this,i have a proposal about dwarves,more precisely about the Dwarven Citadel.
Now,in 3.3 there was a power that made every unit in a certain radius(i think it was 300)invulnerable for 60 seconds.That was completely imbalanced,and so was deleted in 3.4.It was replaced again by the dwarven citadel.This power is really often underestimated,and even when it'll be as good as hearthquake,most people will still take the second,just because a building destroyer is better than a building summon.
However,i have some ideas about the citadel.A citadel is basically a weaker fort,but now it isn't stronger than an isengard citadel,except it has more health.
The health should be increased to 9000(im not sure if its normal armor is the same of the fortress,if it isn't so it should).Then,I suggest to add 3 upgrades.Banners(it would cost 1500),granting +50% armor,double gained experience and healing(radius 300),dwarven stonework(cost 2000,radius 500),and flaming munitions(cost 1000).The default catapult should be a mighty catapult(180 seconds recharge),and the citadel would have a DwarvenHammer,the effect is like the normal one with a 30 seconds recharge(this is to replace the oil casks).The citadel would still be able to be garrisoned and to recruit builders,but in addition it could recruit heroes and purchasing banners would unlock a new menu.From there you must choose one between the two builders of the minifactions you didn't take at start.After you purchased one you will not be able to purchase the reamaining one even if you have a second citadel.Only 2 additional builders can be recruited,and they can't build siegeworks.(not necessary)The citadel only grants 500 radius to build walls.The citadel won't be able to be expanded with halls(to avoid camping with a 12 MoD citadel,the citadel itself is garrisonable and grants more experience) or wall hubs.Instead,there will be a new expansion,undermine,just like goblins' burrows(cost 250).The citadel grants 30 resources every six seconds and 150 cp.
Edit : i added the builder system after writing all the rest,as i wasn't sure and i don't think it is really needed.So,you can simply ignore it because it doesn't belong to the original concept.
TheMostBurning:
An other idea that i think could work well is about the Mineshaft from Khazad Dhum(i don't remember the exact name nor the translation).
This building is only allowed after purchasing the Moria's power and the appropriate upgrade from the inn(500).For 800 we have a building from which we can build these improved mineshafts,that grants 30 resources(every six seconds?)each one.The interesting,as logical,fact about them is that they need to be build in proximity of a mountain.
This is a very similar mechanic to the lumber mills' one,as those only work near trees(yes,laborers will walk anywhere to find a tree to cut,but it's intended that players build them near trees :P).So here is my idea.Make Moria Mineshaft just like lumber mills,they would work with laborers(but there would be no more than five)each one granting 10/20/40 resources every six seconds.This would make more sense than how they are now,and will add a unique feature to the dwarven faction.The design could be improved as well.
Shagrat:
and destroy the Uniqueness of the Dwarfen Mines from Moria?
TheMostBurning:
Destroy?No,I only suggest to add laborers and a production rate that increases with level.As they are now they aren't really useful,as they are hard to reach and they just give the same amount of resources a level 3 RB does,plus they are bugged.
Shagrat:
and? that is a massive res bosst, especialy, you become also other bonuses with the Spell:
Balin, mithril and Khazad-Dum Veterans
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