Page 1 of 10 12345678910 LastLast
Results 1 to 20 of 206

Thread: unit abilities.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Inhuman One's Avatar Comes Limitis
    Join Date
    Jul 2006
    Location
    Netherlands
    Posts
    12,587

    Default unit abilities.

    It might be a small thing in a project like this, but maybe unit abilities need to be discussed a bit, it could result in some new ideas.

    I personly think that elven troops should barely be able to rout, being very diciplined. they could be more vurnerable to piercing attacks though since they arent build as tough as the other races.

    The standard orc troops should be easy to rout, they would be strong in numbers but when facing powerfull enemies that come in equal numbers, they could become affraid and flee.

    Mumakill, trolls and other such creatures could frighten enemy troops of any kind, exept for the most elite troops who would know little fear.

    If possible, uruks, dwarves and possibly some other troops could be able to do a warcry. it seems appropriate for them.

    Easterlings and the Harad could get a bonus in deserts, which probably would just be their homerealm.

    Orcs could get an attack bonus in night battles if possible.

  2. #2
    bingster088's Avatar Tiro
    Join Date
    Apr 2008
    Location
    Buffalo, New York
    Posts
    239

    Default Re: unit abilities.

    All good ideas.
    Assistant to the regional manager.

  3. #3

    Default Re: unit abilities.

    Yep,except for this one.

    I personly think that elven troops should barely be able to rout, being very diciplined. they could be more vurnerable to piercing attacks though since they arent build as tough as the other races.
    Why do people always tend to think of an Elf like some slim-build tree worshiper?That's what they are....in Abeir-Toril and the world of the Forgotten Realms,but Middle-earth is quite a different matter.The truth is that Elves are stronger in a physical aspect than Dwarves,still not so much endurance.But they can handle themselves pretty well.How do you think they fought Balrgos,how then Maedros could heal himself from a severe injury-the cutting of his palm-and after that still be able to fight with BOTH hands,how could than Finrod Felagund break STEEL chains and unarmed kill a werewolf?And so on and so on....


  4. #4
    Darth Ravenous's Avatar Vicarius Provinciae
    Join Date
    Jun 2008
    Location
    Inside your Mind
    Posts
    12,060

    Default Re: unit abilities.

    Quote Originally Posted by Eleril View Post
    Yep,except for this one.



    Why do people always tend to think of an Elf like some slim-build tree worshiper?That's what they are....in Abeir-Toril and the world of the Forgotten Realms,but Middle-earth is quite a different matter.The truth is that Elves are stronger in a physical aspect than Dwarves,still not so much endurance.But they can handle themselves pretty well.How do you think they fought Balrgos,how then Maedros could heal himself from a severe injury-the cutting of his palm-and after that still be able to fight with BOTH hands,how could than Finrod Felagund break STEEL chains and unarmed kill a werewolf?And so on and so on....
    You must remember while I agree with you that Elves are awesome these are MUCH weaker elves then those that fought during the First and Second Ages.

  5. #5

    Default Re: unit abilities.

    Uruk's cry is like the sound of cows on country!
    It will make its enemies scared and a little bit confused!

    Orcs cry will be less stronger than Uruks!

    & than we have Nazgul's cry, the most terrible sound of all, it will let them flight for their life and safety for a couple of seconds!

    A long men, I think the rohirrim can play a crying role, as you can see at the pelennor fields when they crush the orcs down!

  6. #6
    The Count(er)'s Avatar Protector Domesticus
    Join Date
    May 2008
    Location
    Canada
    Posts
    4,134

    Default Re: unit abilities.

    I felt we discussed most of this Elves will be some of the most powerful units that will almost never flee, orcs will be more likely to flee but we're not making them like peasants where they lose 30 men and their running home to their mommies, it's kind of obvious we're going to have trolls and mumakil frighten other units and why would easterlings have a bonus fighting in the desert
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  7. #7
    2-D Ron's Avatar Campidoctor
    Join Date
    Jun 2008
    Location
    North-East, England
    Posts
    1,589

    Default Re: unit abilities.

    Quote Originally Posted by Mac Wallace View Post
    Uruk's cry is like the sound of cows on country!
    It will make its enemies scared and a little bit confused!

    Orcs cry will be less stronger than Uruks!

    & than we have Nazgul's cry, the most terrible sound of all, it will let them flight for their life and safety for a couple of seconds!

    A long men, I think the rohirrim can play a crying role, as you can see at the pelennor fields when they crush the orcs down!


    Isn't there a Kingdoms Ability for one of the Hero Units on the Crusades Campaign where you can cause Enemies to Rout Automatically?

  8. #8

    Default Re: unit abilities.

    Quote Originally Posted by 2-D Ron View Post
    Isn't there a Kingdoms Ability for one of the Hero Units on the Crusades Campaign where you can cause Enemies to Rout Automatically?
    Nah this would be a bit imbalanced. There is a ability which stunnes a part of the enemie's army thats all.


  9. #9

    Default Re: unit abilities.

    Well even men are afraid for orcs, if you can see in the battle within the walls of minas tirith, well everybody has some kind of being afraid, of course they do, its or life or death!!

  10. #10
    The Count(er)'s Avatar Protector Domesticus
    Join Date
    May 2008
    Location
    Canada
    Posts
    4,134

    Default Re: unit abilities.

    well we're going off the books for things like that and only looks for the movies anyways their no more afraid than any soldier would be at any battle orcs are not special in those regards
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  11. #11

    Default Re: unit abilities.

    Orcs, no but when the big horses come!

  12. #12
    The Count(er)'s Avatar Protector Domesticus
    Join Date
    May 2008
    Location
    Canada
    Posts
    4,134

    Default Re: unit abilities.

    infantry were usually scared in real life when hundreds of horses decided to try and run them over once again that wouldn't change though
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  13. #13

    Default Re: unit abilities.

    Quote Originally Posted by The Count(er) View Post
    infantry were usually scared in real life when hundreds of horses decided to try and run them over once again that wouldn't change though
    Not for disciplined troops who stood their ground, then it was the horses that balked. Horses don't like to bump into people, especially when said people are pointing sharp objects at them.
    Welcome to the Great Race 2015. Either IS wins or Iran bails out Assad in the nick of time. Whoever wins Iraq and Syria and everybody else loses.

  14. #14

    Default Re: unit abilities.

    Dwarves would have far greater income with mining but less with trade. They could have 5 tiers of mines and others maybe just one or two.

    While elves indeed live longer they wouldnt be invincible even with all their training.

    They might fear less, have better morale and dicipline.

    As far as I saw at the battle of helm's deep, none of the elves survived so lets keep that in mind too. If they where that superiour they would have survived.
    Believe me when I say that-dwarves wouldn't have survived without both mining and trade.They trade what they've mined so they could have food.Dwarves have no farming so the only true food source for them is the trade.

    Countless people have said countless times-the elves never showed up at Helm's Deep.But now I'm going to say something almost blasphemous-lets say that the elves came to Helm's Deep as the movies show.If I have estimated their numbers right there shouldn't be more than 100-200 Elves.And the fighting Uruck-hai of Saruman were like 10 000.So calculate the percentage.How could've they survived?1:10......I'll say no more.


  15. #15
    The Count(er)'s Avatar Protector Domesticus
    Join Date
    May 2008
    Location
    Canada
    Posts
    4,134

    Default Re: unit abilities.

    well in the Movie there was only something like 300-600 people at Helms Deep if not less in which case each soldier would need to kill something like 15 Uruk-Hai just to win pretty unlikely and Minas Tirith in the movies each soldier would need to kill about 150 orcs never mind the Harad, Rhun, and other reinforcements so the movies just exaggerated these already near impossible battles in the books
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  16. #16
    Brightgalrs's Avatar Civis
    Join Date
    May 2008
    Location
    With Waldo!
    Posts
    174

    Default Re: unit abilities.

    Is it possible to make new unit formations, like shield wall, but instead make all the units in a large circle. During the battle of the Fords of Isen I'm pretty sure the soldiers defend their camp like that.

  17. #17
    The Count(er)'s Avatar Protector Domesticus
    Join Date
    May 2008
    Location
    Canada
    Posts
    4,134

    Default Re: unit abilities.

    sort of like a schiltrom with shields I don't know if that thing can be done saying I haven't really gotten into modding units like that yet mostly because modeling isn't my thing so I never got into units because of that
    Quote Originally Posted by Chaigidel View Post
    everyone but me is wrong.
    Ego's are fun

  18. #18
    Brightgalrs's Avatar Civis
    Join Date
    May 2008
    Location
    With Waldo!
    Posts
    174

    Default Re: unit abilities.

    Yea, sorta like schiltrom. It would be useful for defending a group of units.

  19. #19
    Krechet(SiCh)'s Avatar Primicerius
    Join Date
    Jul 2008
    Location
    Kharkov, Ukraine
    Posts
    3,516

    Default Re: unit abilities.

    New formations can be created. But we don't have a person, who could do that, in our team. We need to attract someone for this

    Master of Guild of Modemakers on site SiCh
    3d artist and 3d modeller
    Translator, PR-specialist of site SiCh

  20. #20

    Default Re: unit abilities.

    And another question on unit formations-could their name be changed.Example-the shield wall's name to be thangail for the Elves and the High Men and the wedge formation name to be dirnaith?


Page 1 of 10 12345678910 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •