Modding Union

[en] Edain Mod => [Edain] Suggestions => [Edain] Rohan Suggestions => Thema gestartet von: Morgul Orc am 29. Apr 2015, 13:19

Titel: Outpost
Beitrag von: Morgul Orc am 29. Apr 2015, 13:19
I think we need to add a special building to the Outpost of Rohan just like the other factions.
Titel: Re: Outpost
Beitrag von: TiberiusOgden am 29. Apr 2015, 13:57
It is nice, but this section is about "suggestions" :P ... so maybe concrete proposal and reasons for such proposal would be fine. ;)
Titel: Re: Outpost
Beitrag von: CynasFan am 29. Apr 2015, 14:22
If you understand German, there is a Thread about this.
http://forum.modding-union.com/index.php/topic,30507.0.html (http://forum.modding-union.com/index.php/topic,30507.0.html)
That´s the Link.

On page 4 is the last real Concept and yes, it´s mine :D
In short I want to build a Village like Edoras, costs are 800.
At first it only give 30 ressources like a farm, but you can build little Towers for 100 ressources per Tower. They can´t attack themself, but with troops in it.

With the first Upgrade they get a very little own attack.

The second reduces the costs of troop Upgrades for 5% (10% and 20% with two or three villages)

Third upgrade give you riders level 2 a new banner and give them +10% Speed and can ride over more troops by the enemy, but not them with the Bows, they make more damage.

Fourth upgrade give more strength to the village.
They cost all 500.

Last upgrade, you can get only with Theoden without his bane and cost 750.
It makes the four Upgrades before even stronger.

I hope you can understand it.
Greeting, CynasFan (from Germany)
Titel: Re: Outpost
Beitrag von: Adrigabbro am 29. Apr 2015, 20:02
I also thought about the camp (the 10 points power). I personnally think it would be much more suitable in an outpost as it makes sense for the the camp to be "far" away from the main base. Plus this is a super cool building and it would be nice to be able to play with it more often.
The main problem is that I don't have cool and unique ideas about another 10 points power...
Titel: Re: Outpost
Beitrag von: Sir_Stig am 29. Apr 2015, 22:51
I'd rather have a unique outpost than a unique 10pp spell.
Titel: Re: Outpost
Beitrag von: TiberiusOgden am 30. Apr 2015, 08:57
The main problem is that I don't have cool and unique ideas about another 10 points power...
Yes, problem is about that. And such system is quite strong as a permanent choice for the outpost.
In addition, concept of permanent reinforcements already has Gondor with beacons.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 1. Mai 2015, 06:03
Currently there is no usage whatsoever of the Horn of Helm Hammerhand. This is a pretty epic horn, and I think it should have some function in the game. Therefore my suggestion would be to add a building resembling the stone tower of Helms Deep, costing somewhere around 2k, which acts as a rallying point just like the Assembly Point, gives 200 command points, and can be garrisoned with 3 Archers to make it a very strong defensive point. This would also add some incentive to even bother making any archers at all. Finally it should have the ability to sound the Horn of Helm Hammerhand, which stuns all foes in a large radius with fear, for a similar duration as Boromir's horn. This ability should have maybe like a 1 minute cooldown. If it were implemented like this, it would give your cavalry a place to rest and retreat in safety, without having to go all the way back to base, and without being quite as vulnerable as they are at an Assembly Point. That's my suggestion, I have been thinking on this quite a bit however, as Rohan is my favorite faction, so I may post additional ideas if I think of them.  :)
Titel: Re: Outpost
Beitrag von: Sir_Stig am 1. Mai 2015, 20:49
This idea sounds awesome!
Titel: Re: Outpost
Beitrag von: Crimson King am 1. Mai 2015, 22:37
The main problem is that I don't have cool and unique ideas about another 10 points power...
Yes, problem is about that. And such system is quite strong as a permanent choice for the outpost.

If the problem would be the spell book, the Galadhrim power could be strengthened and made cost 10 pp which solves this issue. the vacant spell book power could then become what KrypTik has suggested, permanently summoning the auxiliary building - Horn of Helm Hammerhand, as he described it.

In this way we could have the outpost that our current 10 pp power summons to be integrated into what rohan can build (obviously it would need some tweaking so as to not be overpowered), and make room for Hammerhand's iconic Horn through a power :)
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 2. Mai 2015, 06:27
I could see either idea working, although I think "summoning" the tent camp makes a lot more sense that a stone tower. Tents can be erected quickly, stone towers cannot. I just want to see the Horn in the game  :)
Titel: Re: Outpost
Beitrag von: Adrigabbro am 2. Mai 2015, 08:57
I understand your point of view and I like your idea, but I really love the camp and I would like to see it more often in my games. :D
Titel: Re: Outpost
Beitrag von: Tienety am 7. Mai 2015, 15:10
I think it's a good idea to use mini version of Helm's Deep for Outpost. Mordor has also a mini version of Minas Morgul and Dol Guldur. Maybe this building can add the better infantry and defense for Rohan.  :D

Helm's Deep will have several interesting features(Price: 2000):
1) Heals nearby units and several archers on wall shoot at the enemy
2) Horn of Helm Hammerhand spell
3) Helm's Deep's armory spell: Selected peasants and farmhands will get and better value and new design(Rohan swordmen and spearmen from spellbook in 3.8.1).
4) The royal chambers(Price: 500): Unlock the Royal Guard on foot with sword and bow(only three battalions).

What do you think?
Titel: Re: Outpost
Beitrag von: Adrigabbro am 7. Mai 2015, 19:20
The oncept is nice, but I would not like to see a Helm's Deep miniature as an outpost ; I think it would be really weird.
Titel: Re: Outpost
Beitrag von: Tienety am 7. Mai 2015, 23:22
The oncept is nice, but I would not like to see a Helm's Deep miniature as an outpost ; I think it would be really weird.

Maybe, but I think it would be interesting to defend Helm's Deep on each map.
If is not possible to use Helm's Deep design, maybe Rohan can have fortress from old version of edain mod:

(http://modding-union.com/updates/edain2/rohan_festung.jpg)
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 8. Mai 2015, 04:52
I'm going to respectfully disagree with you, although I think that this on its own this is a good idea. However, its also practically a copy of the Border Stronghold for Gondor, which just uses the old BFME2 Fortress. I think the team wants something unique at each outpost for each faction, as do I, so I wouldn't want to just see a Rohan Fortress on their outpost. Perhaps with a different design? Also making a small Helms Deep wouldn't really make much sense, because it's Rohan's greatest fortress and they wouldn't and likely couldn't just go around making them wherever they wanted :P If Gondor didn't already have the Border Stronghold I would support your idea.
Titel: Re: Outpost
Beitrag von: Tienety am 8. Mai 2015, 13:42
So, the main problem is the unique design and features.
Maybe Rohan could have on outpost the Big village. This building can add the better infantry and defense for Rohan.
Village will have several interesting features(Price: 1500):
1) Tower shooting at enemy units
2) Heals nearby units
3) In this village you can to recruit peasants and farmhands on level 2.

The village can specialize to only one of three options, you must choose between:
1) Military camp(Price: 500): Around the village is several new military tent.
This feature unlocks a new spell:
Selected peasants and farmhands will get a better value and new design(Rohan swordmen and spearmen from spellbook in 3.8.1).

2) Village's stable(Price: 750): The new building for the village, the stable.
This feature unlocks a new spell:
Selected peasants, farmhands and archers will get a horses.

3) Residence of the royal guards:(Price: 1000): The village is guarded by several members of Royal Guard.
You can recruit battalions of Royal Guard on foot with sword and bow(max three battalions).

Design:
The main building is the old Rohan barracks:
And around this building is several primitive houses:
Village's stable:
What do you think?
Titel: Re: Outpost
Beitrag von: TiberiusOgden am 8. Mai 2015, 14:19
Still better and better. :)
Rohan is primarily about villages and small towns (except of Helms-deep fortress) and for Gondor are typical bigger cities or fortress cities (like Dol Amroth). I think that it is really conceptual for the whole Rohan faction.
So this is the best idea what I've ever seen here on English forum. 8-) xD
Titel: Re: Outpost
Beitrag von: Adrigabbro am 8. Mai 2015, 18:20
Agree, it sounds definitely interesting. :D
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 8. Mai 2015, 23:27
I agree, this is much better than putting in a generic Rohan Fortress, and I like the idea of customizing it along a certain path. Maybe add a 3rd path for Horn of Helm Hammerhand?
Titel: Re: Outpost
Beitrag von: Tienety am 13. Mai 2015, 19:55
I agree, this is much better than putting in a generic Rohan Fortress, and I like the idea of customizing it along a certain path. Maybe add a 3rd path for Horn of Helm Hammerhand?

I think Helm Hammerhand don't fit into this Big Village/Military Camp. This is a unique horn from Helm's Deep. Maybe Helm Hammerhand can be available only in Helm's Deep map.  8-)
Titel: Re: Outpost
Beitrag von: ziqing am 22. Mai 2015, 19:34
About another 10 points power, what about "muster the rohirrim!" which turns all peasants and bowman in a area(or all the map) into corresponding mount units?
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 23. Mai 2015, 02:05
That's a good idea, but it doesn't belong in the oupost suggestions thread, you should make your own thread that way it is more likely to get noticed. However I think the team is happy with the PP they have in now, so maybe you could try coming up with a concept for an outpost building that can use this power? That would be REALLY unique and cool!  :)
Titel: Re: Outpost
Beitrag von: Adrigabbro am 23. Mai 2015, 10:20
Hell yeah that's a cool idea! Pretty sure it can be mixed with Tienety's idea of a Big Village.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 27. Mai 2015, 17:44
I want to draw attention to kreso's excellent suggestion under "Rohirrim" in the suggestions thread, which was to put the current military camp on the outpost plot, and replace the 10 point power with one that mounts all infantry, peasants archers etc. Also the current idea of a Big Village probably won't happen, I can't say anything specific but the Dwarves have an almost identical concept for their outposts. I don't know whether kreso stole this from ziging or not, just drawing attention to it because its a good idea :)
Titel: Re: Outpost
Beitrag von: Tienety am 27. Mai 2015, 18:44
Also the current idea of a Big Village probably won't happen, I can't say anything specific but the Dwarves have an almost identical concept for their outposts.

You mean this?
http://www.moddb.com/mods/edain-mod/news/the-road-to-edain-40-lake-town (http://www.moddb.com/mods/edain-mod/news/the-road-to-edain-40-lake-town)
I see many differences between Lake-Town and Big Village. You must choose between one of two buildings for Big Village. But Lake-Town can have four different buildings at the same time.  8-)

Hell yeah that's a cool idea! Pretty sure it can be mixed with Tienety's idea of a Big Village.

Yes, this is possible, this function already have Rohan's traitors. Maybe stable can have a third option for Big Village:
Village's stable(Price: 750): The new building for the village, the stable.
This feature unlocks a new spell:
Selected peasants, farmhands and archers will get a horses.

Village's stable design:
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 28. Mai 2015, 06:05
Well I guess it will be up to the team, but I view them as being quite similar, at least in the current beta. I can't go into specifics sadly or I could maybe help you understand, but I shall not break my beta oath :)
Titel: Re: Outpost
Beitrag von: hoho96 am 10. Jun 2015, 12:56
Zitat
Village's stable(Price: 750): The new building for the village, the stable.
This feature unlocks a new spell:
Selected peasants, farmhands and archers will get a horses.
I don't think it's possible for a building to unlock a new spell. The spellbook is defined from the start of the game and can't be changed or altered.

I honestly have mixed feelings about the village thing. On one hand it's very fitting for Rohan. On the other hand, despite whatever differences you may have, it will always stay similar to Dale and Laketown in concept :/
Titel: Re: Outpost
Beitrag von: Eciddaniels am 10. Jun 2015, 15:19
Rohan need a building to Contain the enemy troops on the conflicting points of the map, I do not think the resemblance to other buildings is a bad thing. If we make a fortress will be similar to those of Gondor or Mordor, if we make a village will be like laketown .. I think that the two ideas are excellent, at war with isengard, Rohan defended their towns and fortress alike. This building will serve to train the royal guard and improvements that you have said previously.
We need them http://see.the3rdage.net/images/4_6d/RohanRoyalGuardFoot.jpg
Titel: Re: Outpost
Beitrag von: Draco100000 am 5. Jul 2015, 01:26
Maybe a representation of Edoras, which allow to the player to get Elite units, like royal guard on foot, and West-Fold Units on foot, to make rohan a faction with More competitive infantry, this outpost could cost 4000 or more, and the units can be very expensive, but this can solve the needed of rohan to get late-game tactics to defeat armies like Dwarves or Gondor.
Titel: Re: Outpost
Beitrag von: Tienety am 5. Jul 2015, 08:42
Maybe a representation of Edoras, which allow to the player to get Elite units, like royal guard on foot, and West-Fold Units on foot, to make rohan a faction with More competitive infantry, this outpost could cost 4000 or more, and the units can be very expensive, but this can solve the needed of rohan to get late-game tactics to defeat armies like Dwarves or Gondor.

Interesting idea. maybe royal guard on foot(max three battalions) can be to available in Rohal camp from spellbook and Gathering Bell can be move to Outpost. :D
Titel: Re: Outpost
Beitrag von: Draco100000 am 5. Jul 2015, 22:55
Or recover the old elfs and Haldir, like a new outpost, which can work like the inn  in 3.8.1.
Giving to rohan stronger archers on foot ( who can kill very quickly enemies, and could be upgraded to defeat enemies with armor) improving the actual tactic with the mounted archers ( this isnt worth because costs a lot and there isnt enough archers per batallion), so with the elves ( only a few batallions ( 3 more per level of haldir) ) can be the key to defeat heavy enemie infantry. So the choice is for the edain team: You can give rohan stronger cabalry, stronger infantry or stronger archer with an outpost; because Rohan needs a buff, quickly.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 5. Jul 2015, 23:16
I think that this idea has a lot of merit for sure. Having Haldir and the elven warriors as a summon doesn't do them justice by a long shot, its also very weak for a tier 3 power. Having them on an outpost as elite or even hero units is a great idea. I don't think Rohan needs any buffs for cavalry, except for maybe the Rohirrim of the Eastfold, who I have yet to see do any significant extra damage against heavy infantry, and who die much faster. What Rohan needs more than anything is better late game infantry, peasant spam just doesn't work, and if you go cavalry the enemy merely has to spam pikes, which means that late game almost always ends in a loss if you don't defeat your opponent very early on. I still think my Horn of Helm Hammerhand idea(posted above) has some merit too, but nobody seems to agree with me on that, so whatever :D
Titel: Re: Outpost
Beitrag von: MCCL am 8. Jul 2015, 19:13
In the German thread I've made a suggestion for a new outpost.
I try to translate it, sorry if my English sounds strange:

OUTPOST
Camp of the outlaws/ royal boundary-camp

The alternative outpost should be a cheap building, so that Rohan would be the only faction that can capture the big building plot early

The idea was a camp of the expatriated Rohirrim, which develops to a royal boundary-camp after you heal Theoden from his curse.

The Camp of the outlaws:

Costs: 500

Active ability: Send a spy: A single rider without the possibility to attack spawns at your camp. The rider is fast and has a big visibility range.
The rider is just a temporary unit.


Passive: The camp is protected by some friendly Rohirrim creeps.

Recruitment of heroes: Éomer (Éomer can only be recruited here while Theoden is affected by it's curse)

Recruitment of units: Outlaws


When you heal Theoden from his curse the camp develops to a royal boundary-camp.
In addition to that all outlaws envolve to boundary-ridders and you can build Éomer in the fortress, too.



Royal boundary-camp:

Costs: 500 + Healing of Theoden

The royal boundary-camp is a tent camp of Rohirrim commissioned by their king to protect Rohans boundaries.

Active ability: Send a spy: A single rider without the possibility to attack spawns at your camp. The rider is fast and has a big visibility range.
The rider is just a temporary unit.

Recruitment of heroes: Éomer

Recruitment of units: Royal boundary rider

These are the important aspects, if you want to read the full German version of this concept: http://forum.modding-union.com/index.php/topic,31117.0.html
There I wrote why I want to realize this concept and some further information but I was to lazy to translate everything. Nevertheless this is the essence of the concept.

EDIT: As Saruman the wise said outlaws sounds better, I've changed the name.

The German users that like this idea:
Joragon
Der Dunkle König
Der Leviathan
SirVexille
Beautiful Darkness
GF95
(Palland)Raschi
Edi der 3te
Kael_Silvers
Mornen
CommanderAS
AngelLord of the Rings
Skaði
Stormbreaker
Arador
Der Namenlose
Nazgûl
Graasgring
Kjeldor
CynasFan
Caun
Fine
Photti
Der alte Graubart
Sinux



Dafur! xD
:
Tienety
Saruman the wise
LordDainIronfoot
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 8. Jul 2015, 19:55
I like this idea, pretty cool to go even further into the lore and have Eomer as an outlaw until Théoden is cured. But I don't think this contributes to what is currently Rohan's greatest flaws, which is their incredibly weak late game capabilities and pathetic infantry. Maybe once Théoden is cured the troops at the camp become stronger or can recruit infantry?
Titel: Re: Outpost
Beitrag von: Tienety am 9. Jul 2015, 12:26
 I like this idea but why Rohan needs two new types of rides? :o
Maybe just Rohirrim of the Eastfold can be move to this bulding and Royal guard on foot(max three battalions) can be to available in Royal boundary camp. What do you think about this?  8-)
Titel: Re: Outpost
Beitrag von: CynasFan am 9. Jul 2015, 13:51
@Tienety
At first: it´s only one new type of riders, who changes his abillities and
for second: the Eastfold should remain as this special Units, that´s what Ea has said in the German part
at last: Rohan is the land of horses, it doesn´t need elite infanterie, it would be much, the Eastfold infanterie would be this elite with the special abillities
Greetings, CynasFan
Titel: Re: Outpost
Beitrag von: Saruman_the_wise am 11. Jul 2015, 16:23
@ MCCL your out post idea is perfect bot lore and game wise I truly hope the team implements it but for the English version wouldn't Outlaws sound better then expatriates

Titel: Re: Outpost
Beitrag von: MCCL am 11. Jul 2015, 16:49
[...]but for the English version wouldn't Outlaws sound better then expatriates

If you say so, I don't know, but you're the native speaker I guess  :)
I'll change it.

Titel: Re: Outpost
Beitrag von: Saruman_the_wise am 11. Jul 2015, 17:32
Ha  :D
Titel: Re: Outpost
Beitrag von: Tienety am 24. Jul 2015, 16:22
@Tienety
At first: it´s only one new type of riders, who changes his abillities and
for second: the Eastfold should remain as this special Units, that´s what Ea has said in the German part
at last: Rohan is the land of horses, it doesn´t need elite infanterie, it would be much, the Eastfold infanterie would be this elite with the special abillities
Greetings, CynasFan

Ok, I understand. Great idea, why not one more type of riders for Rohan. ;)
Dafur! xD
Titel: Re: Outpost
Beitrag von: LordDainIronfoot am 5. Sep 2015, 11:33
I like the idea it sounds interesting and Rohan needs something like that so toy have my support!;)
Titel: Re: Outpost
Beitrag von: lotr1997 am 25. Okt 2015, 02:58
I agree and id love to see this!
Titel: Re: Outpost
Beitrag von: DrHouse93 am 25. Okt 2015, 11:58
I also like this idea. Very lore-fitting and appropriate^^
Titel: Re: Outpost
Beitrag von: Ealendril der Dunkle am 25. Okt 2015, 12:00
It sounds interesting. ;)
Titel: Re: Outpost
Beitrag von: The_Necromancer0 am 25. Okt 2015, 13:01

+1
Titel: Re: Outpost
Beitrag von: Gandalf The Gray am 27. Okt 2015, 14:51
well the lvl 10 spell can be gandalf with a horde of full upgraded rohirims and the outpost can be the same upgrade as it is in the spell
Titel: Re: Outpost
Beitrag von: Odysseus am 27. Okt 2015, 18:39
Hold on guys, that's actually a pretty neat idea from Gandalf himself!

You have the Helm's Deep charge made by Eomer and Gandalf the White, accompanied by Rohirrim from the Eastfold and perhaps combined with a short daybreak stun?

I am personally more in favour of making the Muster Camp on the outpost as well, but I have little idea as to what would replace it in the 10pp spell.
Titel: Re: Outpost
Beitrag von: Gandalf The Gray am 27. Okt 2015, 18:51
well not eomer because in the books he was in the fortress of helms deep gandalf and Erkenbrand but since he is a captain only gandalf can summon with the rohirims the stun thing
Titel: Re: Outpost
Beitrag von: Adrigabbro am 27. Okt 2015, 19:03
Rohan in Edain is actually based on the movies, not on the books. So the Eomer thing is fine.
Titel: Re: Outpost
Beitrag von: Gandalf The Gray am 27. Okt 2015, 23:33
but it can not work because he is a mass slayer of rohan faction unless after you got the lvl 10 spell he comes at lvl 10 and he will stay there permanently
Titel: Re: Outpost
Beitrag von: Adrigabbro am 19. Nov 2015, 19:46
Another random idea I got for a new final spell: something called like "Great mobilisation"; for the same amount of time than the cooldown of the spell, camps -which would now be available on outposts- are greatly improved (period between two troops decreased, new options available or even faster training of cavalry in stables). In compensation, peasants take longer to train in settlements and are more expensive.

Not sure how cool it would be in game, but you guys might like it. By the way I also like previous suggestions but I believe the team is not 100% convinced yet, that's why I'm heading back into battle. :D
Titel: Re: Outpost
Beitrag von: The_Spin am 9. Dez 2015, 02:01
Agree, a Westfold Settlement/Village where you can bulid Rohan elite infantry but limited between 2-4 units. Westfold is constantly armed for war, as the Rohirrim inhabiting this region have constently to defend from Dunland raiders from the North and West, so it kinda makes sense. With Central Building the Golden Hall, a Settlement upgrade, wich will give you a couple of village buildings that generate resources, a defence upgrade that will add some towers and fences, increase building's hp and unlock defensive buildplots and Westmark Hall (Barracks) which will allow you to recruit these units. As for the orn of Helm Hammerhand thats easy, just replace cloudbreak
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 9. Dez 2015, 02:29
Well I don't know, cloud break really originates from Rohan. The scene where Théoden arrives at Minas Tirith and the clouds are breaking behind his army, just breathtaking. The Horn isn't as epic as cloudbreak.
Titel: Re: Outpost
Beitrag von: The_Spin am 9. Dez 2015, 19:21
Well pull a poll, if the community wants so bad the Horn of Hammerhand. What I'm saying is that all needs to be done is to change the power icon and description and edit the sound. Technically no new power, same effect, stuns enemy units for a sort time all over the map (I know it has nothing to do with the outpost, lust my opinion on this)
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 10. Dez 2015, 04:48
Yes I know what you meant, but what I'm saying is that I don't think its suitable to replace cloud break with Helms Horn, because cloud break literally comes from the scene in return of the king where Théoden shows up. The Horn is only in Helms Deep, and even though I initially proposed my idea to add the horn to an outpost, I now think it would just be better to have it as a map specific feature.
Titel: Re: Outpost
Beitrag von: Walküre am 16. Dez 2015, 18:17
I agree with Elite.
There are very valid conceptual and gameplay reasons to change the clouds-break-type spells for the other good factions.
But not for Rohan (and maybe Gondor, at a certain degree).

This is a comment of mine that I posted on ModDB regarding the same matter (was it you, maybe, the guest who made that question?)  :)

Zitat
As far as I know, the clouds break is exactly designed both graphically and conceptually on the arrival of the Rohirrim in the Pelennor Fields (in which took place a fundamental event that refers both to Rohan and Gondor).
Furthermore, since this is an iconic spell from BFME1, and both Rohan and Gondor are the original and first good factions from the vanilla game, I think that this spell should be maintained ;)

If we talk about conceptual changes to fit the diversity of each faction, other factions rightly deserved and deserve a change about weather-type spells, as it happened with the Dwarves (Durin's Day) and Lothlórien (Elbereth Gilthoniel), and as it might probably happen with Rivendell.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 18. Dez 2015, 13:57
I agree with Elite.
There are very valid conceptual and gameplay reasons to change the clouds-break-type spells for the other good factions.
But not for Rohan (and maybe Gondor, at a certain degree).

This is a comment of mine that I posted on ModDB regarding the same matter (was it you, maybe, the guest who made that question?)  :)

Zitat
As far as I know, the clouds break is exactly designed both graphically and conceptually on the arrival of the Rohirrim in the Pelennor Fields (in which took place a fundamental event that refers both to Rohan and Gondor).
Furthermore, since this is an iconic spell from BFME1, and both Rohan and Gondor are the original and first good factions from the vanilla game, I think that this spell should be maintained ;)

If we talk about conceptual changes to fit the diversity of each faction, other factions rightly deserved and deserve a change about weather-type spells, as it happened with the Dwarves (Durin's Day) and Lothlórien (Elbereth Gilthoniel), and as it might probably happen with Rivendell.
What the Elf Queen said ;)
Titel: Re: Outpost
Beitrag von: Canis carcharothias am 19. Dez 2015, 10:20
The horn is really close in time from the arrival of Gandalf and the rohirrim; and the so called "cloud break". So if you want both, why not rename the spell "first light of the fifth day" or "dawn of the fifth day" or something alike and change the effect of the spell in a way that the horn is heard, and then, the "cloud break" happens?

Same effect if you wish, same duration, so, same tier.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 19. Dez 2015, 14:49
We're talking about the battle of the Pelennor Fields, not the battle of Helms Deep. That's a good idea for a unique spell for Helms Deep though.
Titel: Re: Outpost
Beitrag von: The_Necromancer0 am 19. Dez 2015, 17:41
I feel this subject has gone a bit off topic. For everybody's sake I suggest that this topic be either renamed, split off into new multiple topics or a new topic be created to discuss Rohan's spell book as suggested by Elite Kryptik
That's a good idea, but it doesn't belong in the outpost suggestions thread, you should make your own thread that way it is more likely to get noticed.
The base idea was to discuss a new outpost for Rohan, to refocus the topic I will list the main points of the subject so far.

From what I've read (can't remember where though) the team was opposed to a specific sub-faction since Rohan was known both lore-wise and through its spell book to have the most temporary allies, never truly forging bonds with any other race.

However some very nice idea have been put up that are valid concepts for new special outposts and yet respect the team's decision not to add any new allies, for precision's sake I will also list the ones that go against this wish so they can be discussed.

Edoras Concept
JOLNIR JOLAREIDI proposed on the German forum this concept and has copy-pasted-translated it to the English forum.

The basics are simple; it would cost 800 and produce resources, like an expensive farm but can also be upgraded to add towers that can attack once garrisoned. Upgrade them again and they will attack on their own. The second upgrade would reduce troop upgrade cost (One village 5%, 2 villages 10% and 3 villages 20%). The third upgrade would give a boost to riders with banner carriers along with a graphical change, the boost would include 10% speed bonus and slower trample deceleration. Fourth upgrade would reinforce the defenses of the village. All the upgrades so far would cost 500. The last upgrade at 750 can only be obtained once Théoden is freed and reinforces the power of the previous upgrade.

Full post for accuracy:

Dunharrow camp
Suggested by Adrigabbro the concept was to take the 10pp power for the camp and have it as an outpost with the same functionality.
My only problem with is that is whether or not the player would be able to create multiple ones how the team would balance it.

Full post for accuracy:

Horn of Helm Hammerhand
Elite Kryptik proposed that to have the Horn of Helm Hammerhand implemented which would serve a small bastion to rally too. Costing 2k, it would be able to be garrisoned by 3-archer battalion and have a stun ability represented as the sounding of the horn.

I am rooting for that one, it would be nice to develop and I think it is a great way to implement that, after some minor tweaking it will definitely look great.

Full post for accuracy

Mini-Helms Deep
Similar to Minas Morgul and Dol Guldur this suggestion come from Tienety. At 2k this mini representation of Helm's deep would be manned by several archers and heal nearby troops. It would include the Horn of Helm Hammerhand spell (similar to suggestion above) and would allow peasants to "get and better value and new design" similar to the spell book power in 3.8.1. Another idea was to have royal guard on foot at a max of three battalions.

I, personally, do not like this idea. While Minas Morgul and Dol Guldur are entirely separate orc types and the castles were continously inhabited by various powerful creatures during the WOTR and the hobbit Helms deep was merely a refuge manned by the same man of Rohan then the rest of the country.

Full post for accuracy

Big Village Concept
Similar to both the Edoras concept and Helm's deep concept but a bit different it is suggested once again by Tienety. This village would have three options: military camp to upgrade Rohan's infantry, the village stables to allow selected peasant, farmhand and archers to get horse or residence of the royal guard recruiting 3 battalions of royal guard on foot.
It will also include a defense mechanism, a passive heal and the recruitment of lv2 peasant and farmhands.

This is a solid idea that I also support. Ever possibility seems quite realistic and fits quite well with the lore.

Full post for accuracy:

Outpost Idea from MCCL
It is sooo long, I will copy paste it here.

I like this idea it fits the theme that Edain is trying to bring (I believe) and it is a nice idea that i could definitely see myself enjoying.

Other suggestions
Draco100000 suggested a sort of inn where the player could recruit wardens from ( Haldir's elves).

There, now let us refocus and output something the team can have a single look at and understand what we are saying and see how it works.
Titel: Re: Outpost
Beitrag von: DrHouse93 am 19. Dez 2015, 19:32
I like the "Big Village" concept! It looks kinda representative of Rohan and also quite unique^^
Titel: Re: Outpost
Beitrag von: Walküre am 19. Dez 2015, 20:34
The horn is really close in time from the arrival of Gandalf and the rohirrim; and the so called "cloud break". So if you want both, why not rename the spell "first light of the fifth day" or "dawn of the fifth day" or something alike and change the effect of the spell in a way that the horn is heard, and then, the "cloud break" happens?

Same effect if you wish, same duration, so, same tier.


As the Necromancer rightly wrote, that spell is not the matter of this topic.

If you want to express your ideas about that, and remark other possible aspects of the discussion, you are free to create a new thread in this same Rohan board  :)
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 19. Dez 2015, 23:09
Thanks for getting discussion back on track Necromancer :)

Besides my own, I really like the longer suggestion at the end and the Big Village, although I think it needs a better name.
Titel: Re: Outpost
Beitrag von: The_Necromancer0 am 20. Dez 2015, 21:14
I think that it should be possible to combine both ideas. I don't feel like the boundary camp does justice to an outpost-plot. It's nice that the Rohan has a chance to take on an early lead but the boundary camp sounds more like a settlement-plot. I think that once theoden is freed it should become more like the Big village concept. I, however fail to see how the change could be made realistically, game wise a simple upgrade with as requirement a freed theoden should suffice.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 21. Dez 2015, 19:16
So I have another idea for a new Outpost for Rohan. The Role and effects of the Outpost would change depending on whether Théoden is corrupted or cured.

The Outpost would be called the Riddermark Sentry-Post, and would cost 1500 regardless of whether Théoden is cured or not. Additionally, the outpost would grant a 10% discount on upgrades for each outpost, up to 30% with 3, both before and after Théoden is cured.

While Théoden is corrupted, this building would be used to ward off any potential allies who could help Rohan, and would also serve to falsify information gathered by scouts that could help Rohan against Isengard. It would also serve as a barracks for the traitors and spies implanted throughout Rohan by Grima and Saruman. Therefore, Traitors can be recruited permanently here in all 3 of their forms, Traitor Swordsmen, Spearmen and Cavalry. The warriors should cost 200, spearmen 300, and cavalry 400. These would be very strong initially, but be unable to buy banner carriers or forged blades, and would not be overpowered because they must be bought, unlike Théoden's temporary peasant conversion. Additionally, the Sentry-Post would have an ability called "Gather Information" which would function as a scouting power, which Rohan completely lacks right now. The power should either reveal everything in a wide radius, or directly reveal the enemy base. However, in order to simulate that the information would be tampered with before it reached those loyal to Rohan, it would cause all friendly units except traitors in a wide radius to lose some movement speed when its used. Finally, while Théoden is corrupted the Outpost would passively debuff all nearby normal units of 20% of their armor, like peasants and Rohirrim, as well as any allied units in team games, but would provide an armor boost to traitors, just like Farms do for Peasants.

After the King is cured and the sickness of Grima is expunged from him, this would serve as a strong point to rest and recover from battle in safety. To this end, it would gain a garrisonable arrow tower, and would provide +25% damage and armor as well as passive healing to friendly units. It would also serve as a mustering point for the militia of Rohan, and can therefore train some form of infantry that are stronger than peasants, which Rohan BADLY needs right now. I don't know for sure what units would be best fitting for this, I seem to remember somebody mentioning a power in 3.8 that upgraded all peasants to make them stronger, so that would probably work well if those units could be trained. (I never played 3.8, forgive me if I am wrong). These units would be 60 CP and would cost 500 each, both for the sword and spear variants, to prevent them from being as spammy as Rohans cavalry. Additionally, the "Gather Information" power would be upgraded to "Scouts of the Riddermark" which would send out 5 uncontrollable, stealthed horsemen, who would run to the targeted location, sharing their vision with the player, and then run back to the outpost once they had reached the target area. These horsemen would have double the normal vision radius of most units, and cannot attack or be attacked. The recharge should be fairly quick on this power, compared to other scout powers, because its a very direct line that the unit must be sent on.

That wraps up my 2nd idea for a new outpost for Rohan. I tried to keep this one more lore-friendly than a random tower with a horn of helm hammerhand, and I think this would provide more incentive to NOT cure Théoden for some players. Additionally, it would help Rohan get the infantry they so desperately need, without making them overpowered, and give Rohan a decent upgrade discount, which every single faction except them currently has in some form. Hope you enjoyed reading it, let me know what you think ;)
Titel: Re: Outpost
Beitrag von: Garlodur am 21. Dez 2015, 23:27
A few words on the mentioned concepts. Most of them are strange to be honest. They don't fit what Rohan stands for, and they don't all adequately cover up its flaws.

Elite makes some good points and the idea is quite unique so I wanted to talk about it first. Grima, in my opinion, doesn't deserve a larger part in Rohan's warfare: he is only a spy, and they usually work on their own so having him summon Traitors would be unnecessary. I see that he corrupted many men at Theoden's court but I don't beliebe he did so very often outside Edoras. Also, I understand the desire for a scouting power/option but with the other negative the Sentry-post has, it turns in something rather unwanted: remember that currently Theoden's corrupted powers only support his troops for the better, because they still follow their king. So, giving debuffs to normal troops would make Rohan's infantry only worse.
What I do like is the improved units of the 'cleansed' outpost, I agree that Rohan needs better infantry (besides the elite Royal Guard), but I'd like to see it implemented differently.

The only two I liked due to their completeness were the 'Big Village' and the 'Outlaw / Royal Boundary Camp.'  I would propose to mix elements of the Big Village with the Outlaw Camp.

Outlaw / Royal Boundary Camp


I do think it important that Rohan gets a second outpost option but something in the lines of a village big or small, or a sentry/guard post type of structure.
Titel: Re: Outpost
Beitrag von: Canis carcharothias am 21. Dez 2015, 23:33
I like the big city proposition and the outlaw camp. I assume we can have both. I just have a very poorly developed modification for the outlaw camp, but I don't know with certainty if it is possible to develop, I just want to share it:

-Without freed Theoden-

-It spawns outlaw riders in hordes (2 or 3). They are heroic units, really powerful ones, but you cannot control them directly. They roam, like creeps, but with a really big area, attacking foes; a kind of defensive units that guard an specific area, like in the film.
-Maybe they plunder enemies, in a way that they are showing their king their respect, offering him the spoils of war to regain their honor, like it was usual in exiled medieval knights (like "el Cid"). I know that Middle Earth doesn't equal with the real world, but there are some parallels.

-With freed Theoden-
You get control over the outlaw riders and now you can train them in the camp (limit of three units, continuous spawn stops). You are now also able to train Éomer and the spies.

One little thing about your proposal, KryPtik: I think that healing the king, being that ability a spell from the spellbook, should not be negative.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 22. Dez 2015, 02:05
I never said uncorrupting Théoden was a "negative" just that keeping him corrupted for longer while focusing on other spellbook powers would be more viable with my idea.

Additionally, just because something is or is not present in the movies does not mean it is useful or not useful in the mod. A good deal of content in this mod is fan fiction, and a good deal more comes from the books. Its very possible that Grima might have setup some kind of sentinels on the borders of Rohan facing Gondor, so that if by chance any emissaries came they could be turned back. That is where this idea stems from. Additionally, the negative effects of the scout power only apply to normal troops, not traitors. If your army is comprised mainly of traitors when you have built this structure before curing Théoden, you won't receive any negative effects. It would add some diversity to Rohan, rather than the current "rush or you lose" meta.
Titel: Re: Outpost
Beitrag von: TheFinalMe am 24. Dez 2015, 07:32
I think an interesting idea for the outposts would be to incorporate the three different Marks of Rohan. The first would be the King's lands and the other two would be the Eastfold and Westfold.

The big town idea would be the basis. If the player chose the village stables it would be under Eastfold control. If the player chose the infantry camp it would be Westfold. Some sort of Royal camp would be built for the final boost. This way it could add a sense of the wholeness of Rohan mustering and coming together in the fight.

Also you wouldn't necessarily have to have new units for each of the new Marks. That  would just choke up the faction. Maybe an upgrade or some other unique boost would be sufficient. This way the player would not be limited in a unit type if they were not able to get outposts. They would only receive some sort of boost for already existing units.

This way if you need to boost your horsemen you go buy an Eastfold outpost, if you need infantry boosts then you go with Westfold. I think this would add a level of tactics to the battle and not choke the faction with unnecessary stuff.   
Titel: Re: Outpost
Beitrag von: lord_ellessar am 9. Jan 2016, 22:51
Maybe make the camp that you have at the tenth power and replace this power with something else that show the power of rohan it could be : Golden age; all units are directly at level 5 or all heroes at level 10 or both of them
Titel: Re: Outpost
Beitrag von: The_Necromancer0 am 9. Jan 2016, 23:18
I'm not sure this is lore friendly... or balanced gameplay wise....
Titel: Re: Outpost
Beitrag von: Odysseus am 14. Jan 2016, 02:04
Alright, I'll give it a shot myself.

As it stands, Rohan has all of their best units pooled in the cavalry section. While it does not have to be bad, it automatically means that Rohan's gameplay becomes one-dimensional and even more one-dimensional by your opponent because he will then spam pikes to naturally counter them. While this is sound and logical, Rohan suffers greatly from this, because their counters to upgraded pikes are very few. The only real counter they have are the limited by 3, Westfold Swordsmen, which are buggy in their combat behaviour and Rohirrim Horse Archers, which are great overall, but fail to deal with the extremes such as the Dwarven Veterans, Gondor Tower Guards in Shield Wall formation, or Uruk Shield Bearers attached to squads.

Now, besides the raging inferno about buffing Rohan cavalry in the balance and suggestions section, I think it would be better to buff Rohan's counters to pikes via an additional outpost first and foremost. How so? Because if you field the proper counters, your opponent should not be able to spam pikes in the first place or any unit for that particular matter.

Here's my attempt:
I like the idea of some kind of Town Center. It will be the cheapest Outpost available for any faction, priced at 900-1000. It will focus on improving peasants to allow them to better accompany Rohirrim in MG and LG.
1. The Outpost can, by default, or via an upgrade increase the income of all peasant farms by 25-30-35%. It's a rough estimate, but it will do for now.
2. Through another cheap upgrade or by default, Peasants have their banner carriers replaced by Yeoman Captains that boosts the  appropriate battalion with a 20-25% damage increase in combat against their counter. So, Peasants will do 25% more damage to Pikes, while Farmhands will do 25% more damage to cavalry. This, in accordance with their upgrades.
3. A final upgrade would allow the reduction of upgrade costs for Peasants by around 33-50%. Now, this might sound like a lot, and it probably is, but Peasants are pretty weak. They also lose a lot of utility and staying power in the late game.

The building will repair itself by percentages, meaning faster than the regular rebuild time (This is optional, it can be reverted if proven too strong in a whollistic perspective). This would be because the peasants living in the town hall would actively repair the damage as soon as possible. The Outpost can, through an active ability, sound a town horn by default that allows peasants in a massive radius to move at an increased speed by 20-25% to quicklier reach their targets while taking less damage from arrows by around 20-25%. This horn then goes on a decent cooldown.

Finally, the building is protected by a couple of spear throwers. Now it may sound like a lot, but once again, keep in mind that Rohan Peasants are okay at best. They could really use some extra buffs to aid alongside the Rohirrim. It will also assist in providing Rohan with some economy buffs alongside Corrupted Theoden's taxes.

They are mostly some conjectures and thoughts, so do not take them too seriously. Tell me what you think :)

Kind regards.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 14. Jan 2016, 03:29
I quite like this idea, do you think you can come up with an actual name for the outpost?

Its ironic you posted, because I have an outpost idea as well. It would function as a bigger Assembly Point to recruit all 3 of the Westfold units that the Captains of Rohan can recruit, namely Swordsmen, Spearmen and Cavalry. The Swordsmen would cost 350, spearmen 450 and cavalry 600, with the discount of stud farms applied to them. It would also come with an arrow tower garrisoned with 5 spear throwers like on Theodred's Towers, and would provide a discount of 20% to all upgrades per outpost, up to 40% with 2. Finally, it should generate a medium amount of resources, around 80. The cost of the outpost should be 1750 and the name is Garrison of the Westfold.

If this idea were to be implemented, then Grimbold, Elfhelm and Erkenbrand would summon Royal Guard as their bodyguard, either dismounted or mounted. I think this would improve their combat capabilities significantly and give Rohan some real heavy hitters late game. The price would naturally have to be increased to buy the guarding unit after buying the hero as well.
Titel: Re: Outpost
Beitrag von: Odysseus am 14. Jan 2016, 04:15
I will try to come up with something. Something fitting :P. Your idea sounds pretty good too! I'm all in for extra Royal Guards be they Westfold, Eastfold etc. Reducing upgrade costs would be a nice boon too, as always.

Although, I have one question regarding your proposal. What will happen to the regular Westfold Forward Healing Post?
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 14. Jan 2016, 06:36
It would remain, the only difference is that instead of summoning westfold troops the 3 captains would summon royal guard.

There have been like 10 different ideas in this thread now, surely one of them must fit? Can we maybe get the teams thoughts?
Titel: Re: Outpost
Beitrag von: Adamin am 14. Jan 2016, 10:44
Mh, I read through the last couple ideas. As I'm not one of the balance-pros, I can only comment on the overall idea.

Maybe make the camp that you have at the tenth power and replace this power with something else that show the power of rohan it could be : Golden age; all units are directly at level 5 or all heroes at level 10 or both of them
But the Summon-Camp is such a unique idea, it would be a loss to turn it into a regular building.  :o

Grima, in my opinion, doesn't deserve a larger part in Rohan's warfare:
I agree to that. Grima should stay a side note of Theodens development, nothing more. In the books he was rather working on weakening Rohans army, so we're already stretching his abilities/involvement.

Personally I think a new outpost building does not have to be another village or rally point (speaking strictly about the visuals). Those aspects of Rohan are already represented really well inside the core faction.
I think it would be more interesting to introduce a new style-/ and gameplay-aspect to Rohan via a new Subfaction. So something more similar to Loriens Mirkwood, Mordors DolGuldur, or EredLuins Laketown. Something that that plays and looks different, yet feels like the core faction and adds to it.

And yeah, finding something like this for Rohan is hard, I know. ^^'
It would need to be something that is not from the basic Rohan we know from the movies, but it has to fit to their style, AND has to make some sense backgroundwise (so no Galadhrim baracks or Druedain camp).
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 14. Jan 2016, 17:57
Well, lets look at the history of Rohan here. Who have been allies, for however a short period of time, with Rohan? The Druedain(in the book), the Galadhrim(in the film), Gondor, and the Ents. Additionally, you can kind of count Grima and his traitors as a sub-faction. So if it HAS to be a sub-faction system, and the Ents, Lorien and the Druedain are ALL out of the running, that leaves us only with Gondor and the Traitors. I have already posted a traitor camp idea, which I still think has merit, so lets move on to something completely different and new.

Name of outpost: Gondor Military Outpost. Cost: 1000 resources. The outpost would be garrisonable by archers, and come with an arrow tower by default. It would generate a medium amount of resources, something like 60-80. It can recruit 3 new Gondor themed units, comes with an active ability, 2 upgrades for the outpost, and a final upgrade for the troops trained from the outpost.

Outpost Active Ability: Strongpoint of Gondor. Heals nearby friendly units passively and increases the armor of the outpost and all nearby friendly units by 100% for 1 minute, takes 3 minutes to recharge.

Troop Upgrade: Military Assistance Permit, cost 1000. The Steward gives the men stationed at the outpost full permission to serve the Lord of the Riddermark and aid his armies in combat, unlocking heavy battle armor for all 3 units from the Gondor Military Outpost, increasing their armor and health by 50% each, stacking with Heavy Armor for the Wardens and Messengers. The upgrade on the units would cost 250 per unit.

Outpost Upgrade 1: Outpost Garrison, cost 500. 10 Gondor Wardens patrol around the outpost at all times using the Slave System, and defend it against any enemies. This also increases the health of the outpost by 5o%

Outpost Upgrade 2: Vault, cost 800. A vault for information and personal belongings, as well as funds sent by Gondor, is installed in the outpost. Increases the income of the outpost to 150.

Gondor Messengers: Cost 100. Extremely light cavalry. They would serve for Rohan entirely as a scouting battalion who is poor in combat until upgraded. Must be upgraded with Military Assistance Permit to unlock the other 3 standard upgrades, giving the cavalry similar strength in late game to standard Rohirrim.
Formation: Pointman. This formation would place 1 man several feet in front and the rest in a line behind him, and increase the vision radius of the unit by 100% at the cost of 50% armor. These cavalry serve as rapid scouts and messengers, to take messages of utmost importance and urgency to the Steward of Gondor. The man who delivers the Red Arrow to Théoden is one of these messengers.

Gondor Wardens: Cost, 400. Heavy Infantry unit that can go into a shieldwall formation and be upgraded with Banner Carriers, Heavy Armor, Forged Blades and Military Assistance Permit. These men are sent to a small outpost or embassy of Gondor in Rohan's lands to man it against any attack. They serve as more leisurely messengers to inform the Steward of Gondor of any developments in Rohan that are of less importance and do not require the Messengers to deliver the news. They would fill Rohans current gap of heavy infantry.

Gondor Skirmishers: Cost, 500. Light archers who stealth in trees. Can be upgraded with Banner Carriers, Fire Arrows and Military Assistance Permit.
Passive Ability: Surprise Attack. When the archers are concealed by trees and break their cover to fire on the enemy, they do triple damage with their first attack.
These are the scouts and spies of Gondor, who often travel through Rohan to gather news of faraway lands for the Steward of Gondor. They would function as a glass-cannon style unit, dealing very heavy ranged damage while being very vulnerable to all forms of damage themselves. This is to prevent Rohan becoming an archer faction, as they would require careful micromanagement.

That's the best idea that I can come up with for a Gondor type outpost designed to help the Rohirrim. After all, we know that Gondor has marched to Rohans aid just as much as Rohan has ridden to Gondors aid. Its a mutually beneficial arrangement, most excellent in Middle Earth. I think this outpost would work quite well as a recruitment point for some new units to spice up Rohans gameplay, give them some scouting options, and finally generate a bit more cash to help with the economy. Finally, due to the cost of the units and the inability to discount them, combined with the cost of the upgrades and the fact they MUST be recruited from an outpost, requiring map control, I don't believe this will break the gameplay or turn Rohan into an Infantry faction. This is just to fill some holes in their gameplay.
Titel: Re: Outpost
Beitrag von: Hamanathnath am 14. Jan 2016, 18:11
I do agree with Adamin.  A village or gathering post is has representation in the faction already, so I'd rather see something else.

I've been looking up lore about Rohan to see if I could find anything, but I didn't really find anything. 

The only idea I have from researching is maybe the outpost should have more to do with the East-Mark or Eastfold.  Like an Aldburg outpost or something. 

I do like KryPtiks idea, though I don't know if Gondor deserves a outpost in another faction :P  Plus, Gondor units already in Arnor as a summon, so i don't think they should be in every Men faction.

However, I will support it if there aren't any better idea.  Rohan deserves some sort of new outpost.  :)
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 14. Jan 2016, 18:16
I could come up with ideas for days from the different marks of Rohan, but what I thought Adamin meant was that it has to be a different facton entirely, not anything from within Rohan. We have already seen several ideas related around Rohan, for example the Big Village, the Outlaw Camp, and more recently my idea for a Garrison of the Westfold.

I think that Rohan should be one of the most important factions to have a tie-in with Gondor, they are Gondors strongest ally in the Third Age.
Titel: Re: Outpost
Beitrag von: Hamanathnath am 14. Jan 2016, 18:24
Well I always took the subfaction outposts to be factions or parts of faction that are too small to be actual faction, but would get representation through the outpost.  The only faction who kinda breaks this rule is Arnor, but their Imladris Outpost is supposed to be back during when Arnor existed, which is why Glorfindel is a hero from it.

I could be wrong though.  Just the way I see it.
Titel: Re: Outpost
Beitrag von: Adamin am 14. Jan 2016, 19:37
but what I thought Adamin meant was that it has to be a different facton entirely, not anything from within Rohan.

Not necessarily. Dol Amroth and the other Fiefdoms are also quite elegantly implemented in Gondor imho, and they are most certainly from within Gondor itself.

Gondor and Rohan were definetly tight allies, though I thought that this friendship was fading before the War of the Ring, wasn't it? It could be that I'm thinking too much of the movies depiction right now. How exactly was it in the books?

Isn't there anybody here who recently read the Two Towers? ^^
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 14. Jan 2016, 19:41
Well, one could argue that Dol Amroth is really a faction all its own, because its a princedom, and the fiefdoms aren't implemented with an outpost, their on a settlement. What do you think of my Gondor Military Outpost idea?
Titel: Re: Outpost
Beitrag von: Walküre am 14. Jan 2016, 19:58
Gondor and Rohan were definetly tight allies, though I thought that this friendship was fading before the War of the Ring, wasn't it? It could be that I'm thinking too much of the movies depiction right now. How exactly was it in the books?

Isn't there anybody here who recently read the Two Towers? ^^


I didn't recently read the Two Towers, but I guess that I agree with you.
Rohan had gradually started to isolate itself since the beginning of the influence of Saruman in these lands, at the point that this process led eventually Rohan to be more and more detached from every boundary of alliance which it was involved into (being also a strategy of Saruman intended to weaken the realm itself to prepare its dismantlement via deceiving actions or violence).

So, I think that we can clearly assume that Rohan 'froze' pretty much all its friendly ties in that period.
And, as Gandalf says, the courtesy and manners towards strangers in general became definitely bitter.

I remember that Gríma insults also Galadriel at the presence of Gandalf (saying that she weaves deceiving webs in the depths of the Golden Wood), and probably he had not very gentle words as well for everyone who could have hindered Saruman's plans (Gondor included)  :)
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 14. Jan 2016, 20:32
I'm currently reading the Two Towers, and yes your right, while Théoden was Corrupted the bonds of alliance were weakened. However, the minute that Théoden had been cured by Gandalf, he immediately began to set plans in motion to restore his allegiance. Besides, the idea isn't just for the time of the War of the Ring, but rather for earlier as well, throughout the Third Age.
Titel: Re: Outpost
Beitrag von: ringbearer am 15. Jan 2016, 21:44
I have to say that the more i think about Elite's suggestion with gondor the more i am convinced that it would not be a bad idea at all. Gondor outpost could have a prerequisite - curred theoden-  if you want it kosher. I am all for this concept if there is a will to something gondorish in rohan. :)
Titel: Re: Outpost
Beitrag von: helloa2134 am 16. Jan 2016, 04:50
     Elite, let me just say firstly that I really like your Gondor outpost idea.  I think the increased income upgrade is a great way to bolster Rohan's weaker economy.  Generally I think the idea is fantastic for a rough outline which can be further improved through some more discussion.  Just some thoughts/ critiques I had.

     I think Theoden should have to be healed before the outpost can be purchased.  Perhaps the outpost could be built before Theoden is healed but the outpost would have reduced functionality?  This could allow Rohan to gain some quick map control as is Rohan's play style.  This would be possible because it is a cheaper outpost.  I don't know exactly what this reduced functionality would entail, as I haven't given t much thought.  Of course, the simple option would simply be to restrict construction of the outpost until Theoden is healed, which is also a good idea.

     The Gondor Wardens would fulfill a crucial role that Rohan currently lacks.  I was wondering how strong these Wardens would be.  Certainly they should be stronger overall than basic faction infantry just as they should definitely be weaker than Dol Amroth infantry.  However, I would like you to explain more clearly how strong exactly these units are.  What would their armor/health be, and what sort of damage are we talking about?  Would these units be more focused on tanking or dealing damage?

     Skirmishers: While I don't think these units are a bad idea per se, I would prefer the team improve the existing Rohan Spear Throwers, unless of course the team wants to change the role of spear throwers.
 
     Messengers: I may be wrong, as you are a far more experienced player than I, but does Rohan really need a scout unit?  I mean the faction is cavalry heavy and is exceptional at gaining map control. Also, if the outpost can only be created after Theoden is healed, then  these scouts would only appear a few minutes into the game. Again, I could be wrong and would welcome any further explanation.

Just a couple of thoughts I had.  I think this idea really has some merit to it, and I think you did an exceptional job at differentiating this outpost from Gondor proper.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 16. Jan 2016, 05:10
I don't know enough about specific armor, health and damage values to bring them to a fine point, I would leave that to the team. The wardens would be heavy infantry focused on tanking damage. The idea of the Skirmishers is to give Rohan a heavy damage ranged unit, but make them very weak in health, so that it prevents Rohan from being an archer faction.

Additionally, I did not come up with the idea to make the outpost restricted until Théoden is cured and do not agree with it, that's why I put the scout unit idea in there to begin with, along with the cheap cost of the outpost. Rohan currently completely lacks any scouting capabilities, which is a real hindrance in mid game and late game. Early game you should be rushing the enemy anyways, so scouting doesn't matter so much as it does for other factions then.

Thanks for the interest in the idea :)
Titel: Re: Outpost
Beitrag von: helloa2134 am 16. Jan 2016, 05:26
With that being said about skirmishers, what would the main differences be between Rohan's three late game ranged units (Rohirrim archers, spear throwers, and skirmishers).  The team would probably prefer the three units not overlap too extensively. 

I will take your word about Rohan's lack of scouting capabilities, since you are a far more experienced with the game than I.   If the team wants to restrict the functionality of the outpost until after Theoden is healed, (which I am on the fence about now, I dont feel strongly one way or the other) then perhaps messengers can be produced before Theoden is healed whilst restricting certain units or upgrades until later?  Maybe the units could be produced before Theoden's healing while the Military Assistance Permit upgrade and the Vault upgrade would be enabled only after?  Honestly these are all matters for balance testers (like you) and lore buffs. 

Titel: Re: Outpost
Beitrag von: Elite KryPtik am 16. Jan 2016, 08:56
Well, if anything would need to be restricted until after Théoden is healed, I would want it to be the upgrades.

The whole point of the skirmishers is that they cannot take damage, they die very quickly to any type of damage. They are purely meant as an ambushing, hit and run styled unit that can deal incredibly heavy damage and then run away.
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 16. Jan 2016, 19:01
I had trouble understanding that post, can you try to clean it up a little bit? The only thing I understood was that you think that Rohan should be weak early game and strong late game(which is ironic, considering that's the exact opposite of their current gameplay) and that you think that the traitor camp should be an early game outpost and the Gondor Military Outpost should be a late game. Now, I would personally not agree about having 2 outposts, but I agree that Rohan needs a stronger late game, theres a whole discussion going about that, so you should join in the appropriate thread. There is definitely a problem with Rohan, that the community is trying to fix.
Titel: Re: Outpost
Beitrag von: AmosVogel am 19. Feb 2016, 02:49
The traitor camp could only fit if Grima's got the ring, but i read Grima's role is gonna be changed a bit!

It could be a patrol camp that automatically summon five-six (or more) rohirrim battalions that patrol randomly the whole map or only certain area . Once they are killed, they reborn automatically at the camp.

Or even three pack of battalions each one with three battalions together (as the patrol lead by Eomer when Aragorn an Co. traveled trough Rohan).

BUT we wont be able of control them, it will work more or less like a creep ^^
Titel: Re: Outpost
Beitrag von: The_Necromancer0 am 19. Feb 2016, 07:39
This is actually quite a good idea. We know for fact that Rohan and Gondor are allies that should have helped each other during the WOTR as depicted by the poem "Lament of the Rohirrim". In the movie they didn't because Gondor had its own problems when the terms of the contract should have been as a matter of fact that they both help out each other.
Titel: Re: Outpost
Beitrag von: Eöl.the.Dark.Elf. am 25. Feb 2016, 00:13
The Gondor Fort idea seems pretty functional to me, but i think that 3 more units for rRhan are unecessary. Maybe if the Wardens are the only avaible unit, serving as a secondary option for heavy infatry which is much more needed than new archers or riders.
Titel: Re: Outpost
Beitrag von: Hamanathnath am 25. Feb 2016, 13:48
While I find the Gondor Outpost idea very creative and interesting, I something rubs me the wrong way about Rohan using Gondor units. Yes, I know the Units suggested are not actually on the Gondor faction itself, but I think a unique outpost from Rohan would be more fitting. 

However, gameplay wise, it might be the best Idea I've seen so far.  The only thing I think is needed to be added is a limit to Gondor units to use.  Because Rohan should not have access to an entire Army from Gondor.  So maybe a limit of 4 on each unit would be a better idea. 
Titel: Re: Outpost
Beitrag von: helloa2134 am 17. Mär 2016, 05:00
Just to fill anyone in who doesn't regularly check MODDB, Lord of Mordor announced that Rohan will receive a new outpost in 4.3. 
Get hyped!
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 17. Mär 2016, 05:52
Yup, and its awesome I can assure you :)
Titel: Re: Outpost
Beitrag von: helloa2134 am 17. Mär 2016, 06:41
So, without spoiling anything, would you say that the new outpost addresses the weaknesses in Rohan's gameplay and contributes towards making Rohan a more well-rounded, competent faction, especially in LG?
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 17. Mär 2016, 06:45
Sorry bro, my lips are sealed. You'll see it when there's a detailed announcement about it.
Titel: Re: Outpost
Beitrag von: Fine am 17. Mär 2016, 09:23
The new outpost is great. That's all you need to know right now ;)
Titel: Re: Outpost
Beitrag von: d0m0a am 1. Apr 2016, 20:31
Leave me guess. The outpost has as base Helm's deep?
Titel: Re: Outpost
Beitrag von: MCCL am 1. Apr 2016, 21:37
Leave me guess. The outpost has as base Helm's deep?

Take a look

https://www.youtube.com/watch?v=HWHxl7b0aVI
Titel: Re: Outpost
Beitrag von: d0m0a am 2. Apr 2016, 16:05
Sadly, I don't get how work that 'exiled camp' outpost exactly. Can somebody explain me how works exactly. For what I see, only seems a outpost version of the stables...
Titel: Re: Outpost
Beitrag von: Walküre am 2. Apr 2016, 16:12
Sadly, I don't get how work that 'exiled camp' outpost exactly. Can somebody explain me how works exactly. For what I see, only seems a outpost version of the stables...

You will know it yourself very soon...  ;)
Titel: Re: Outpost
Beitrag von: Elite KryPtik am 2. Apr 2016, 17:24
I have made a second video detailing the finalize version of the camp, I suggest you watch it :)