Hello guys,
okay, i'm fully enjoying patch 1.4 ! I just love it
I played alone, also in hotseat, tried most of the different factions for the moment
I'd like to make a recap for next 'upgrade'It certainly is going to suggestion part, but it will have a beter visibility here for a few hours I guess
I just want to encourage the modders, as i did in a previous post, to give every faction it's own 'way' of gameplay. It's already what modders are doing, and i love that.
I'm a kind of hardcore gamer, and by that i mean not that i spend hours for a game, but just try to play 'the way the faction would react' in the lore. I'm not for an 'equilibrate gameplay'.. Eriador, for example, will never be a great military leader.. but they have other arguments
Here is some 'gameplay' advise i can give (not anything about fight and units..)
Dwarves :
major strength in : infantry, enginering & trade/money
major flaws in : discovering & 'backstab strategy'
difference with actual 1.4
+ dwarves could reintegrated merchant.
- dwarves should not have spies.
- dwarves should not have assassins.
It would reflect the fact they stay (initaly) in mountain, and don't want to expand in the world of middle-earth.
Merchant back would represent their love for trading and getting treasure.
No spies make their movement and strategical decision more 'blind', so more 'hold on a place' like dwarf do.
No assassins force the dwarves to 'go for it', as they would
Sylvan Elves and High Elves :
major strength in : high quality of the troops
major flaws in : they don't want to expand, but to leave middle-earth
difference with actual 1.4
+ both elves should be allied
- elves : they shouldn't have an objectif of conquering 30 settlements. Their objectif should be destroying OotMM AND Mordor, as the ancestral ennemy, (and Isengard?) but with less regions to hold !
- high elves : no assassins
- sylvan elves : no diplomat
Eriador :
major strength in : trade and light troops
major flaws in : the restit SHOULD stay weak and peaceful BUT... + war? -> need Alliance
difference with actual 1.4
no stress, it's actually a faction rebuild by modders, and which is going to propose an alternate way of playing by rebuilding arnor
+ Eriador should enjoy the use of Spies, Assassins and guerillas made by rangers. All this with the support of diplomacy to use bribe and ceasefire and look for peace.
+ The 'war' way of playing would come if they choose to extend to Arnor (in new version)
+ Eriador could reintegrated merchant.
Dale :
major strength in : economy and all mix around units
major flaws in : good troops accessible 'later' + war ? -> Need Alliance
difference with actual 1.4
+ Dale could reintegrated merchant.
Rohan and Gondor :
nothing else to say !
Evil faction next time but about Isengard already something :
Isengard:
major strength in : everything ! Diplomacy, economy, expansion, discovering, units...
major flaws in : cavalry units ! (only wargs) + evil faction begin with... nothing 'sophisticated' BUT Isengard tower.
difference with v1.4
+ Isengard should have high abilities in diplomacy, spying and assassins since the begin of play (actually, Sarouman's faction begin with...'nothing' of those ! you have to build all of this..)
..we should remember that 'at the time' Sarouman isn't declared 'evil', and search for the ring with a lot of spies, preparing the invasion which will be discoverd 'later' by the good factions!
So, to represend the high capacity of Isengard to 'sneak' and 'use Wormtong-like specifities, i would introduce since the begin a high level of diplomat + spy + assassin.
Isengard will then need time to 'improve' his military side.. BUT will already have a lot of use of diplomat assassin and spies !
Oki, that's it for today
Hope you enjoy it, and see any good sense in itI just want to improve the difference of gameplay with every faction !
...and it could be great if in the intro of a faction, their where 'tips' explaining 'whichi' direction you should choose playing with it !!
enjoy !
Sethestel




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