[en] Edain Mod > [Edain] Discussion and Feedback
Rohan Cocepts and Feedback
TheMostBurning:
Discuss here about your concept to improve this faction,and tell the bugs you found in your experience of playing.
Ok,my proposals are about the 2 tier four spells.
March of the Ents is an amazing power,being able to raze bases and blah blah blah
It's perfect,so my only proposal is to change the summon by taking away a Pine Ent and an Oak Ent and bringing TreeBeard's level to 7.This way the overall power of the summon will be slightly increased maintaining the balance as it was,but it'll be more interesting to use.If it would be too strong an other ent could be taken away(a ranged one).
Ancients of the Rohirrim is a good power,although it isn't as good as Erenion's summon or the Ancients.Helm has 3 great abilities,the leadership,the shockwave and the inspire terror.The third power is intended to be a particularly powerful single hit.The only problem is that it is weaker than the normal Helm's attack.I just suggest to improve it,as Helm is known as HammerHand because he could kill a man with a single punch.
The guards should be greatly improved.They are only four,they should have 2500 health,the armor should be tougher(like Rohan Captain's).
They have names relating to the region they defend.
I think that a summoned unit with no abilities is rather ridicolous,so i've developed 8 abilities.
Each guard has one passive power and one active power(guards are classed as infantry).
Northern Guard grants double damage with a 50% scalar against heroes to nearby allied infantry and resistance to fear,has a spell granting nearby allied infantry knockback and splash damage(radius 10)while reducing armor by 33%.
Southern Guard grants double armor against everything but poison and magic to nearby allied infantry and resistance to terror,has a spell granting nearby allied infantry crush immunity and halves splash radius of the opponent's units/heroes while reducing damage by 33%.
Western Guard grants continous regeneration to nearby allied infantry and double armor against poison,has a spell that heals over time for 2% health per second for 30 seconds nearby allied infantry while reducing attack speed by 33%.
Eastern Guard provides to nearby enemy infantry -25% damage and -25% armor and cancels enemy fear and terror resistance,has a spell that cancel every enemy and allied buff.
Guards' leaderships have radius 75,their abilities have radius 100,except EG's debuff with radius 200 and EG's spell with radius 150.Leadership stack,each spell but EG's cancels the previously casted one.Spells last 30 seconds but EG's which is a istant cast.Guards' spell are classified as Buffs,to avoid them stacking with any other buff.Spells cooldown last twice the duration of the summon.
Edit : Fixed EG's spell.
TheMostBurning:
I have two other new concepts.
The first one is pretty simple.When a rohan farm is destroyed,a battalion of peasants is spawned.Here is my idea: when a rohan farm is destroyed,it spawns a battalion of peasants(if no units have been chosen for that farm),or a battalion of the unit you chose(axeman,swordsman,pikemen,archers or spearthrowers).This will be expensive enough to discourage players to spam farms and purchase a unit(like a warg sentinel spam),but will be very useful to counter harassment.At level 1 farms will only be able to spawn peasants,to avoid this system stopping the enemy harassment early on.At level 2 they are able to spawn swordsmen,pikemen and archers.At level 3 they can spawn axemen and spearthrowers.
The second one is about the EkenBrand summon.It will summon 1 battalion of westfold spearmen,2 battalions of westfold swordsmen,Ekrenbrand obviously,and a permanent WestFold herold.By sending the herold into a Rohan barracks that one,only than one,will be able to recruit wesfold spearmen and swordsmen at level 2.The herold disappears,but others can be summoned again.The rohan barracks gains +500 health and +25% armor.WF spearmen cost 600 and 40 cp,WF swordsmen cost 650 and 40 cp.
Jarl Hittheshit:
--- Zitat von: TheMostBurning am 17. Sep 2010, 13:29 ---I have two other new concepts.
The first one is pretty simple.When a rohan farm is destroyed,a battalion of peasants is spawned.Here is my idea: when a rohan farm is destroyed,it spawns a battalion of peasants(if no units have been chosen for that farm),or a battalion of the unit you chose(axeman,swordsman,pikemen,archers or spearthrowers).This will be expensive enough to discourage players to spam farms and purchase a unit(like a warg sentinel spam),but will be very useful to counter harassment.At level 1 farms will only be able to spawn peasants,to avoid this system stopping the enemy harassment early on.At level 2 they are able to spawn swordsmen,pikemen and archers.At level 3 they can spawn axemen and spearthrowers.
--- Ende Zitat ---
there should be peasants,axeman,swordsman,pikemen,archers or spearthrowers spawned when they were called in this farm. If you call swordsmen there will be swordsmen spawned after destruction. I think this is better, but your idea is also nice.
I´m against your Erkenbrand koncept, because i think there are better ways to bring westfold to the barracs (I made a koncept which is already in the "Konzept-Sammlung") your idea is a bit too comlex
TheMostBurning:
--- Zitat von: Hittheshit am 17. Sep 2010, 13:51 ---there should be peasants,axeman,swordsman,pikemen,archers or spearthrowers spawned when they were called in this farm. If you call swordsmen there will be swordsmen spawned after destruction. I think this is better, but your idea is also nice.
I´m against your Erkenbrand koncept, because i think there are better ways to bring westfold to the barracs (I made a koncept which is already in the "Konzept-Sammlung") your idea is a bit too comlex
--- Ende Zitat ---
I don't understand what's the difference between our concepts .-.,i think you simply misunderstood.
A level 1 farm can spawn peasants.Leve 2 peasants,swordsmen,pikemen and archers.Level 3 peasants,swordsmen,pikemen,archers,axemen and spearthrowers.Obviously,you must purchase one before the farm is destroyed,if you don't want peasants.
I could create an easier way to obtain westfold units,but it's intended that rohan shouldn't have them until mid to late game,and they must be hard to obtain,because the strenght of rohan mustn't lay in its infantry.
I read your post in the concept library,however i think that it is definitely too easy to obtain them that simple way.It would be imbalanced and not unique.
yamsinacan:
I suggest plain feature for the farms... It allows the farms to make the area around them (about the same radius as tainted land) into a grassland'ish area. It would allow the cavalry to move faster, and allow them to trample longer and do more damage when trampling.
It would also have a downside, though. It should have a bad effect on the farms, since they would lose area to farm. You should be able to choose if you want to cancel the plain, so your farms can go back to making resources, but their should be a limit so their won't be any abuse.
Another implementation would let them farms make the land any where they want to (like casting tainted land). It would have the same time as tainted land, but your farm won't produce resources for a short. The reason it is timed is to signify that they have to maintain the plain, or it will go back to it's original state. The reason their is a "no resource" penalty is to show that all the workers "creating" the plain.
I find this is significantly different from Isengard's terrain feature in: 1) It has a negative effect that you may not want, 2)It benefits your units, but in a unique way, suited to the faction of the Horse Lords (^^).
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